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[PATV] Wednesday, January 23, 2013 - Extra Credits Season 5, Ep. 20: How To Start Your Game Narrativ

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  • ArkriteArkrite Registered User new member
    I have to say I think what EC meant and what EC said were two different things.
    Or at least I hope so.

    What I think they meant is that if your game requires certain game play mechanics for the narrative to work then you may have issues.
    If your horror story requires that you be able to bust through walls, build platforms, and do other unique actions while inside the game... then yes, I'd agree, making the story first is a poor decision.

    Being unable to flex on the story would also be a bad situation. As stated things change, maybe new ideas come up, sometimes they're better. Sometimes the best works of art required massive revisions and outside assistance before they came to be what we know today (Star Wars A New Hope).

    But at the same time there is no reason one can't have an engaging story and still play it out across all sorts of video games.
    Romeo and Juliet, for example, could be run through all sorts of game systems if you were willing to revise parts of the story to make it more engaging to the user while still keeping the core of the story the same.
    It could be an RTS, or a first person shooter if it had to be, with a few tweaks in each setting without losing the plot.

    On the other hand we have games like RAGE where it appears no story was considered beyond "Wake up in wasteland. Shoot stuff."

    This appears to be a game where no effort was made, at all, to create a narrative or any engaging story. Why do these people help you? Why do you go and help them by charging into an enemy stronghold by yourself with nothing but a pistol?

    How hard would it have been for them to have added in a companion to your sleep pod, throw in a quick refference to how you have to keep these monsters from getting a hold of your friend/love.
    When the badguys come and take the pod suddenly you have a good reason to go chasing after it.
    Most of the story could be told with voice overs if needed, flashbacks to old times brought around by the landscape and possibly old pictures your character carries with them.
    Instead we get... nothing.

    Personaly I think the biggest problem is that people come at games as though the mechanics are the defining aspect. Nothing else matters except the mechanics and... I disagree.
    Yes a fun to play game will get much more play, but after it's done we'll probably forget about it entirely.
    RAGE had pretty good mechanics, great graphics, but I'd never waste a cent on it again.
    On the other hand I'd gladly consider slogging through Mass Effect (1) for the story again.
    I'd play through Chrono Trigger just to see the different twist endings.

    A little bit of story, when done well, can go a significant ways from taking an uninispired game or even a bad game, and making it fun and memorable.

    Portal, while not exactly an example of plot or writing, took some mechanics which were interesting and brought it to life by creating an enemy who was the breakout star.
    Do you remember Portal because of the cool teleportation effects... or because of GladOS?

  • Ninjax247Ninjax247 Registered User regular
    @ ProfBathrobe

    i see your point, and i find it interesting and I'm glad you brought it up. I feel the need to point out a few things. Video games are different from film because of their interactivity. film is a medium of showing a series of events in a certain order, and in film, we've found that the best way to engage the audience is to have a good story/script. but video gaming is a medium of direct experience, you are part of what is happening. in film, you needed to see something happen to someone, and see them react to it, and you are engaged by relating yourself to what you're watching. but in video games, you can actually have that something happen to YOU, and then give YOUR response to it. instead of watching a soldier fight multiple gunmen after losing his own weapon, you can now actually experience that loss of power and be forced to overcome that disadvantage yourself (unless of course the designers use a quick-time event for this, but that's their fault). good game mechanics can, referring to the video, "explore an idea, or convey an emotion" better then a story. if you don't believe me, play that flash game 'loneliness' from the episodes from the videos about mechanics as metaphor. i know that for me, that game conveyed loneliness to me in a way that no movie or book or any other media has even come close to matching.

    also, when you say things like, "The "author" is not subordinate to the mechanics of their medium. They need to understand and embrace their limitations." I have to inform you: mechanics are not a limitation on this medium, they are quite possibly the most fundamental part of this medium.
    i agree with where you say "games have been stuck in the rut of starting with a gameplay mechanic or new technology and building from there for far too long", but i feel that this is only a bad thing because the mechanics should be based on the idea or emotion that the game is meant to explore, just like the story should.

    P.S. i want to clarify that i am basing this on my interpretation that when you said things like 'story' and 'author' you were referring to the plot and it's writer.

  • grigjd3grigjd3 Registered User regular
    I think this topic could do with a written up interview about the story development process with some developers behind games with truly good stories.

  • Misc85Misc85 Registered User new member
    Type your comment here

  • Titanium DragonTitanium Dragon Registered User regular
    "...I think there is at least one if not two exceptions to this: 1) RPGs that are focused on the story - JRPG type things..."

    From what I've read, the almost cartoonish linearity of final fantasy 13 came out of them not wanting to bog down the story with too much exploration/etc. Draw your own conclusions from that, I guess.

    Virtually all JRPGs are highly linear. Look at, say, every other final fantasy game ever. The only one with any real nonlinearity to it was FFVI. Every other FF game has been wholly linear - indeed, you could describe Final Fantasy X as "running down a long corridor". Indeed, I remember running along many, many roads in that game. Why didn't the linearity bother me? Because there was a clear destination and it made sense. Look at FFVII - again, linear. Look at FFIX - again, linear. Look at FFIV - again, linear. FFXII was linear too. Even Chrono Trigger is purely linear.

    The question is not whether or not the game is purely linear - it is whether or not the game is interesting enough that you don't care and therefore don't notice. Chrono Trigger is hilariously linear despite the fact that you actually TRAVEL THROUGH TIME in it. If you were to draw a line though, you could actually draw your path across the world maps over time, and the only "non-linear" section is at the very end of the game just before the final boss when there's a handful of sidequests you can do in any order.

    Heck, most video games in general are purely linear. Only a very small number of them are not. Heck, even most "nonlinear" games are actually linear games - look at Fallout and Fallout 2. Can you do stuff in any order in those games? Sure. Should you? Probably not, there is an order to things.

    Indeed, even many "western" RPGs are linear. Icewind Dale is purely linear, for instance.
    Take a look at the core storyline of Mass Effect. You are a normal person set out to save something against impossible odds. Through sheer determination you are able to stop what others couldn't and didn't even believe was threatening them.

    This is Hobbit/LotR with Bilbo and Frodo, this is Star Wars with Luke, this is the same basic storyline used in most things.

    You aren't actually a normal person at all. You're already a badass when the story starts, which was actually an interesting twist on this - you aren't Joe Schmoe from nowhere, you're Commander Shepherd, respected to the point where you become the first human Specter. You START THE GAME as a badass.
    Now, look at the non-gameplay mechanics of the game. Like everything Bioware, you make decisions that change the way the game plays out. Whether it be minor stuff like whether you kill random guy x or take him in to the authorities or major stuff like "do I doom this entire race in order to save another?" you are constantly changing the story.

    They started with a core idea, normal person vs impossible odds, added it to a 3rd person shooter rpg, decided that this idea would work best with a futuristic setting, and then fleshed the story out from that.

    The most obvious sign that this wasn't a case of "write the story first, then make the game" is that the major details of the story can change (and have hundreds if not thousands of branch off points). Now, does the overall story change? No, you still fight Reapers in order not to die, but you do so with certain party members, certain people hating/loving you, etc... You know, the real bread and butter of a story.

    Except you actually don't really change the story much at all. Not only do you follow the same plotline, but if someone dies, then you get an understudy standing in for them. Your decisions really have very limited impact - save the Rachni queen or not in the first game, you still fight Rachni in the third game, and even if you go deal with the Rachni problem you're still fighting them the rest of the game. Save the collector base or destroy it? You're still fighting reaper-tech enhanced Cerberus the entire next game.

    The game gives you the illusion of choice, and the third game is highly linear even as far as that goes - and in the end, all those decisions you made barely matter at all for the ending, merely giving you additional choices (and in the extreme case letting you survive) though you can get the golden ending just by playing multiplayer enough. The story is very similar, and helping Larry Potter instead of Harry Potter isn't that exciting.

    Now, this is not to say that you can't affect the story in some ways - for instance, the Quarian vs Geth choice in the third game, curing the genophage - but it feels very isolated, and all the major events from the previous games, the chioces that were supposed to come back and matter, really didn't. I wanted to have my allies fighting alongside me in the final mission, and instead I was alone whenever I was wandering around shooting at things. Many of the significant decisions I made - sparing the council, for instance - really made no difference at all in the greater story, as they were peripheral characters who spurned me either way until they had no choice, and if I had let them die, in the third game I STILL would have had to save the new council.

    At least in Dragon Age: Origins, when I made my decisions, at the end of the game I actually saw them really interact with my gameplay, as I had groups of allies running around helping me fight based on who I had sided with.

    But if you want to talk about choices having impact, Mass Effect is actually a pretty terrible example of it mostly, because by and large, things don't really change. This isn't to say it isn't fun, and that it doesn't try to make you feel like your choices matter. But really, they don't.

    Gameplay and story segregation is not necessarily a bad thing, but it can make the player feel disempowered if they feel like their actions don't actually have any real consequences.

  • meiammeiam Registered User regular
    @titanium dragon
    While I agree with most of what you said, have you even played Chromo Trigger? This game is the least linear game ever, half of the game can be played in whatever order you want. You can literally fight the final boss 1/3 of the way in the game. You can kill the last boss with your *spoiler* main character dead *end spoiler*. I can't think of any game with a plot that is less linear than chrono trigger.

    But yeah I do agree western RPG have the reputation of being non linear, which is absolutely not true there just trying to hide there linearity where JRPG don't. That just make them pretty big hypocrite imo.

  • TwisterKTwisterK Registered User new member
    IMO, if a person trying to develop a game with a story first, he/she must has a complete set of story telling tool to tell the story. For this case, it often is the prototype with interesting rules and interaction method.

    Most of the people that I meet often tell me, they hav this awesome story to tell but when I ask them how to present in detail form, they had no idea how to do it, all they have is the story. It's like trying to draw a beautiful painting without knowing which color palette to use. So they end up trying to draw the painting while figure out which color to use ... and result is obvious.

    Seriously, for those people who still want to tell an awesome story. There is 3 paths you can go, first, use RPGMaker, it may limit the way you express the story, but it get the job done. Second, Develop your own story telling tool, it might take lot of resource to develop such tool but you get the most flexibility out of it and it most probably cost you a bomb. Third, wait for a better story telling tool ( 3D RPGMaker? )

  • Ninjax247Ninjax247 Registered User regular
    edited January 2013
    -sorry this was an accidental double post

    Ninjax247 on
  • Ninjax247Ninjax247 Registered User regular
    @ ProfBathrobe

    i see your point, and i find it interesting and I'm glad you brought it up. I feel the need to point out a few things. Video games are different from film because of their interactivity. film is a medium of showing a series of events in a certain order, and in film, we've found that the best way to engage the audience is to have a good story/script. but video gaming is a medium of direct experience, you are part of what is happening. in film, you needed to see something happen to someone, and see them react to it, and you are engaged by relating yourself to what you're watching. but in video games, you can actually have that something happen to YOU, and then give YOUR response to it. instead of watching a soldier fight multiple gunmen after losing his own weapon, you can now actually experience that loss of power and be forced to overcome that disadvantage yourself (unless of course the designers use a quick-time event for this, but that's their fault). good game mechanics can, referring to the video, "explore an idea, or convey an emotion" better then a story. if you don't believe me, play that flash game 'loneliness' from the episodes from the videos about mechanics as metaphor. i know that for me, that game conveyed loneliness to me in a way that no movie or book or any other media has even come close to matching.

    also, when you say things like, "The "author" is not subordinate to the mechanics of their medium. They need to understand and embrace their limitations." I have to inform you: mechanics are not a limitation on this medium, they are quite possibly the most fundamental part of this medium.
    i agree with where you say "games have been stuck in the rut of starting with a gameplay mechanic or new technology and building from there for far too long", but i feel that this is only a bad thing because the mechanics should be based on the idea or emotion that the game is meant to explore, just like the story should.

    P.S. i want to clarify that i am basing this on my interpretation that when you said things like 'story' and 'author' you were referring to the plot and it's writer.

  • discriderdiscrider Registered User regular
    @Arkrite
    Arkrite wrote: »
    Personaly I think the biggest problem is that people come at games as though the mechanics are the defining aspect. Nothing else matters except the mechanics and... I disagree.
    Yes a fun to play game will get much more play, but after it's done we'll probably forget about it entirely.
    RAGE had pretty good mechanics, great graphics, but I'd never waste a cent on it again.
    On the other hand I'd gladly consider slogging through Mass Effect (1) for the story again.
    I'd play through Chrono Trigger just to see the different twist endings.

    A little bit of story, when done well, can go a significant ways from taking an uninispired game or even a bad game, and making it fun and memorable.

    Portal, while not exactly an example of plot or writing, took some mechanics which were interesting and brought it to life by creating an enemy who was the breakout star.
    Do you remember Portal because of the cool teleportation effects... or because of GladOS?

    Tribes, Minecraft and Counterstrike are all games that I'd consider to have next to no story, but are still exceedingly good and memorable games. And with Portal, I remember Narbacular Drop for the cool teleportation effects. Portal builds on this base with a story that synergises extremely well with the mechanics. The core mechanic enhances freedom and makes otherwise impossible obstacles passable. The story is all about escaping and breaking free from GLaDOS. The mechanics build on the story and the story builds on the mechanics.

    Still, that core mechanic is what drew me to the game and kept me loving it. I can't imagine how the game would have looked without it, because the mechanic is what made it stand out from all the other games. GLaDOS, on the other hand, could be swapped out. The minimalist design forced on the game by the Portal mechanic could have easily been retooled to depict a hospital or psych ward. And now instead of trying to escape from a malevolent AI, you could be trying to escape from the fears that haunt you as directed by some central voice-in-your-head. It would have been a much darker plot, but the same synergy would be there, and you could still have a charismatic voice-over directing you through chambers towards your eventual demise or escape.

    If you want to look at the opposite direction, GLaDOS without the Portal mechanic, you can just look across to Portal 2. The largest difference I saw between Portal and the Portal 2 story is that suddenly all the chambers consisted of black tiles. Most puzzles were easy to solve because all the surfaces that weren't necessary for the solution were blacked out. There was far less self-direction here, and far less freedom. This plus the constant bloat of new puzzle elements led to the game feeling much less rewarding than its predecessor. There's no real challenge in completing the tutorial level for a new element as you're led through the solution, but 2/3rds of the puzzles are tutorials as the elements are drip-fed to us. In any case, the story was still very strong, and the whole thing was enjoyable still, but nowhere near the level of Portal. Portal 2 co-op is another thing entirely, and far better than the story mode IMO.

    In any case, I believe that a good game is defined by good mechanics. You can have a good story in a game, and, like Portal, a good story can help make a game a great game. But without good mechanics, I don't think the game is much of a game at all, and you wind up left with a good story being told to you while you stand in lifts.

  • ShaostoulShaostoul Indie Game Dev for Project Sand Slag Washington, USA (Not DC)Registered User new member
    What you discuss here makes sense and it doesn't. I'm working on a game called Sand Slag and if it wasn't for the story/idea/concept of it, I wouldn't be working on it. I suppose it's more of a fully complete story is bad to go into a game with potentially, especially if you don't want to deviate from the story. The way my story has been planned so far, allows it for all kinds of customization and modifications to make it work. As mechanics and ideas get further along in development, story elements are further developed.

    Thanks to Brian Herbert (Frank Herbert's son who wrote Dune.) Gave me a wonderful piece of advice. Don't write everything or include it in available informaton, let the imagination of the player flow. The mystery and imagination of your reader/player is a far better asset than they're given credit.

  • RedbreardRedbreard Registered User new member
    I feel like something was misconveyed in what EC wanted to say here and what I think most of of us heard. That being said, I can also see where having a FULL story written is a box you trap yourself in. Things like trying to make a game around the Hobbit, is hard because you have absolutely zero leeway (without pissing people off) to adapt things to fit mechanics you can do. Mechanics aren't just tools you use to tell a story, they are a major piece of the story itself and you can't work in every mechanic you think you'll need to tell a story you've already built to completion.
    However, I think have an idea of a story ARC is nothing but beneficial to your game. Instead of designing games to fit a fully fleshed story like the Hobbit, designing the game to flesh out the bones of a story (ie I want to have an adventure with a hobbit and some dwarves, oh and a wizard), gives you the leeway to build a good GAME and have it service the story you want to tell.

    I'm curious what EC would say about starting with well-form world to work in. Like having a mass effect style world before you design a game to tell a story from it.

  • discriderdiscrider Registered User regular
    Shaostoul wrote: »
    What you discuss here makes sense and it doesn't. I'm working on a game called Sand Slag and if it wasn't for the story/idea/concept of it, I wouldn't be working on it. I suppose it's more of a fully complete story is bad to go into a game with potentially, especially if you don't want to deviate from the story. The way my story has been planned so far, allows it for all kinds of customization and modifications to make it work. As mechanics and ideas get further along in development, story elements are further developed.

    Thanks to Brian Herbert (Frank Herbert's son who wrote Dune.) Gave me a wonderful piece of advice. Don't write everything or include it in available informaton, let the imagination of the player flow. The mystery and imagination of your reader/player is a far better asset than they're given credit.

    Well, I just think that games are first and foremost an interactive medium. And so to make a good game the interactive parts have to be given prominence and be good in and of themselves.

    Building a game around a good story is doable, but without good mechanics I don't think it fits my above definition of a game and instead would fit into some other media type, such as a movie, or even a digital book for games with huge slabs of text. And if this is the case, you either want to do what the Walking Dead did and choose mechanics that reinforce your story by increasing player engagement with the story without offering much gameplay value, or consider whether the mechanics are even necessary in the first place to tell your story. Trying to create good gameplay mechanics that also reinforce your story is going to be very hard, and I think it is more cost efficient to simply concentrate on your strong suit. But if you can pull off both, do so and make another Portal.

  • DedwrekkaDedwrekka Metal Hell adjacentRegistered User regular
    edited January 2013
    @selderane
    Yes actually. The story is on equal footing with mechanics and aesthetics when it comes to game design. Video games are an interactive media that engage the player on levels beyond simply telling a story or and interesting visual or auditory experience, or even something that's addictive to play. Games that focus too much on aesthetics and story run the risk of being boring to play. Games that focus too much on mechanics and story can be destroyed by bad or distracting visuals. Games that have great visuals and mechanics can be beaten by the lack of story.

    These aren't just idle thoughts, you can see them in many game designs and reactions to games. The best games are grand combinations of the three, and are as visually stunning and mentally engaging as they are fun to play.
    Story, aesthetics, and mechanics have to work in concert until you can't tell the difference between the three. Your story should fit the mechanics and aesthetics, and in many way be told through them. Your aesthetics should enhance the actions you take with the mechanics and help the player engage with the story. Your mechanics should be a way you engage with the story and connect with the aesthetics of the environment. The game should come together all at the same time, with each approach adapting to the others and weaving within each other. It's a holistic approach to games, and you only put one above the others at your own risk.

    The video isn't approaching the narrative like it's a lesser part of the game design, it's approaching it exactly as I did above, but as each episode focuses on different aspects of game design you'll have to watch this one with the episode on mechanics and the episode on aesthetics to understand.

    Dedwrekka on
  • BarthedaBartheda Registered User regular
    Everytime I see a pic of Invader Zim I am happy, swollen to my eyes with intense Happy!

  • UncannyGarlicUncannyGarlic Registered User regular
    meiam wrote: »
    @titanium dragon
    While I agree with most of what you said, have you even played Chromo Trigger? This game is the least linear game ever, half of the game can be played in whatever order you want. You can literally fight the final boss 1/3 of the way in the game. You can kill the last boss with your *spoiler* main character dead *end spoiler*. I can't think of any game with a plot that is less linear than chrono trigger.
    Chrono Trigger is very linear, there are just multiple points at which you can end the game which results in a different narrative for the ending. It's akin to a train, it has a path which it cannot deviate from but you can get off at numerous stops. The difference it that it's well written and the endings make your gameplay feel like it had an impact.

    Look at it this way, Chorno Trigger has a lot more choices than a game like Mass Effect but the choices that you can make are fleshed out in a way that feels meaningful.


    No one has mentioned Visual Novels, a gene of games which are essentially books (the vast majority are choose your own adventure) in game form.

  • bentelkbentelk Registered User new member
    is this the same process makers of RPGs, or other story-heavy games, use?

    I also wish some examples had been given. ex: I'm thinking about Bastion, and can't think about how the mechanics tell the story? or the combat mechanics of any Final Fantasy game? :P

  • DoctorHoboDoctorHobo Registered User new member
    I'm going to have to disagree with you on this one EC. Everything in a game should exist to serve the narrative. Creating the mechanics first, and then figuring out what narrative to tell with them, strikes me as creating a solution in search of a problem. Sure making the narrative first can lead to games bogged down by it, but no more than a game that start with a mechanic can end up being a pure "game game" with a tacked on story. No matter what you start with, a game can end up being good or bad. But what you start with will be the game's core essence, and that should be the narrative.

  • TrimpieceTrimpiece Registered User regular
    "I'm going to have to disagree with you on this one EC. Everything in a game should exist to serve the narrative. Creating the mechanics first, and then figuring out what narrative to tell with them, strikes me as creating a solution in search of a problem. Sure making the narrative first can lead to games bogged down by it, but no more than a game that start with a mechanic can end up being a pure "game game" with a tacked on story. No matter what you start with, a game can end up being good or bad. But what you start with will be the game's core essence, and that should be the narrative."

    Sounds like what you really want is a novel or a movie. Narrative is typically a part games, but not nearly as important as gameplay, and other things that makes games fun. There seems to be many people posting here that have STRONG opinions on game design that clearly hasn't really tried to actually design games.

  • discriderdiscrider Registered User regular
    @DoctorHobo
    A game's core essence is interactivity.
    A game doesn't need a narrative to be good.
    For example, Pong, Tetris, Super Hexagon, Sokoban, Chip's Challenge and any other number of puzzle games.
    Look at Tetris Attack/Pokemon Puzzle Quest which swaps the narrative and setting entirely. The fact that the scenery has changed didn't affect the underlying gameplay being great.

    The only thing that narrative and mechanics should answer to are the experiences you're trying to build. If that's a box of lego which you want players to simply build from, narrative has no part.

  • RatherDashing89RatherDashing89 Registered User regular
    I can't speak for what exactly EC mean here. But if you watch their older videos, particularly the one mentioned previously where they say not to just tack a story onto a finished game, I think we can all agree that they are not saying narrative is less important than gameplay or that narrative has to serve gameplay. They have often said that in a game where narrative is the focus, the gameplay should serve it. But that's different from just having a great story and using stock mechanics. I love FF9, but like most JRPGs, the mechanics are completely disconnected from the story and just feel tacked on. I love writing stories, so I always wanted to figure out RPGmaker or something to make a little RPG. But then I realized that it would just be a series of fights halting you from the story without any real connection between the two.

    So here's what I think they are saying. Don't start with the narrative--which doesn't just mean the story component vs. the gameplay component. The narrative is the characters, setting, and sequence of events. And honestly, you shouldn't start with that in any medium. It's become popular among my friends to start writing, but unfortunately most of them just want to write a fantasy story without having anything to say. If you want to write a book because you thought of this cool fantasy race, or this plotline revolving around a mystic sword being reforged, or these characters who have wacky personalities, that's fine. But you'll just end up with another stock fantasy swashbuckler and not a compelling epic. Use that race or that plotline or those characters, but use them to serve a concept. Deliver this concept and your story will actually have meaning. Is there an idea or emotion or thesis you want to explore? And do the events explore that idea? Don't put in a fight scene because you haven't in a while, make that fight scene tell us something about the characters or the world. Don't have a villain just to challenge the party, have him represent something.

    So if this is what EC are getting at, the idea is not that gameplay is subservient to storyline or that storyline is subservient to gameplay. It's that both gameplay and storyline are subservient to whatever it is you wish to convey--be it an idea, emotion, philosophy, etc. The setting of Rapture and the character of Andrew Ryan were some of the best parts of Bioshock. And even though I may be in the minority here, I really liked the game feel too--I loved the plasmids and the look and feel of the weapons. But the game designers didn't start there. They started with wanting to explore the concept of free will. The gameplay, setting, characters, and plotline all rose out of that, and were more cohesive for it.

  • DedwrekkaDedwrekka Metal Hell adjacentRegistered User regular
    edited January 2013
    Bentelk wrote:
    is this the same process makers of RPGs, or other story-heavy games, use?

    I also wish some examples had been given. ex: I'm thinking about Bastion, and can't think about how the mechanics tell the story? or the combat mechanics of any Final Fantasy game? :P
    RPG makers? Yes. Final Fantasy clones? No.
    And actually in almost every way, the Final Fantasy genre of games, which some have misattributed as being the entire "JRPG" genre, start with mechanics first. Because the mechanics of the turn-based stand-in-a-line RPG haven't drastically changed since the first Final Fantasy. Also, there's a reason that the early Final Fantasy games have always been upheld as classics and not the later ones. They've failed to innovate on technology and gameplay that's evolved to allow more interactivity and tactical decision making with the player. While the rest of the world moved on from the static line fighting and evolved how to fight with a group, the Final Fantasy series has been stuck on a model that fit with the lack of technology 15 years ago. The stories of the game could be the most amazing things in the world, but the gameplay is stuck on an almost ancient model.

    In Bastion I want you to think about how the level builds itself. The way each level gradually grows as you advance through it enhances the fact that the Kid doesn't know what's happened or what's coming next. Think about how after he takes the shard, how the level starts falling apart. It's so much easier to feel the panic of that than it is to have the left side of the screen push you forwards like in the early Mario games.
    Think about how learning special attacks works, how you have to learn them before doing them. Think about how the Kid attacks with each weapon, and how that meshes with the game story itself.
    Think about how the dynamic narration combines directly with the mechanics of the game. If you choose to start smashing everything, the narrator mentions it, if you don't he doesn't. The narrator mentions your skills with weapons when you do something with them, and hence the narrated story changes for each person and playthrough. There's also the option to fight waves of enemies, and only through fighting them and mastering the mechanics of the game will you learn the full story of the Kid. The mechanics and the story are interwoven in Bastion to an excellent degree.
    If you actually listen to how the game itself was created, they started with mechanics of how the level would built itself, with an isometric viewpoint, and how they wanted to create something that wasn't often done with that. The story was created to enhance that mechanic and aesthetic, and to mesh with that.

    Dedwrekka on
  • scw55scw55 Registered User regular
    I feel Kingdom of Amular's story was the nail in the coffin for that game. It starts of fun and engaging because of gameplay. In fact you ignore the story.

    The story is the that the Wigglewoggen who lived in Pludgerfat were immortal. They lived to the East of Bruyegfdn and were the opposite of the Migglewoggen. And the speendre did verfusl and ghjsned djhfn2wojiv4ojhrfho4gohngpp.

    Basically if you set a game in a world with a rich story, and the only way you can tell it is shoving it in your throat or stick it on NPC conversation options, then you'll just get players who want to burn through the game to avoid it. Didn't help that Kingdoms of Amular had too much to do but very little worth doing. It was a game where you just ended up reading the plot on wikipedia and uninstalled.

    The DLC was good though because it wasn't too long. The story was too the point and enigmatic. Just the main story I just really didn't care. Any enigmas in the main story felt forced and infuriating. How dare you game fishhook me in. I don't care about this dark elf lady's past with my character at all.
    -
    The Vanilla Pokemon game series has a strange relationship with story. The narrative seems too convenient to run parallel with your character's personal story of getting all 8 badges to then challenge the Elite 4 and Champion. The Gamecube stories tore away from that structure and had just a Narrative, yet wasn't as well received.

  • discriderdiscrider Registered User regular
    Dedwrekka wrote: »
    Think about how the dynamic narration combines directly with the mechanics of the game.

    I swear that "dynamic narration" is just another name for "scripted events". Whenever I played Bastion, it always seemed to me that ALL the narration was tied solely to my progress through the level and not anything I did (aside from dying). When it mentions how Kid is going crazy with his hammer, it's because there is an obstruction clear across the path and you had to use the weapon to progress. So it didn't even need to recognise that you'd hit anything, only that you'd moved through the area.

    Eventually, this turned me off the game, because if you utterly fail at a level, you have to go through the exact same "dynamic narration" over and over and over. It got as bad to me as text boxes before a boss fight. "A A A A I've already heard this a billion times, just let me try and fail again already"

  • El SkidEl Skid The frozen white northRegistered User regular
    Judging by the comments, I think a lot of people are overthinking this episode.

    The point I took from it was that you can't go into game development with an entire story entirely created, all the characters named and described in detail, all of the settings finalized in your head with elaborate descriptions and little maps to be reproduced exactly as-is.

    Putting all that effort into figuring out the minutae of the story before you start development is either:

    a) a huge waste of time, because to make it into a game most of that is going to have to change based on the team creating it, feedback etc
    or
    b) a weight around your neck as you struggle valiently to NOT change details that should really be changed to make the game better

    If you have the beginnings of a really good story, get rid of any sort of malleable detail and distill it down to its essence and use that to build the game. If you don't have a really good story you can build one organically by doing what James does, or some variation thereon.

    Basically, when it comes to video games the most important thing is to make the game fun to play, period. Games that are technological marvels but not fun to play are doomed. Games that have an absolutely stunning story but are not fun to play are doomed. So you need to concentrate on making the game fun to play, and once you have that you can overlay some version of your story (one that makes sense in the context of the game mechanics, technology considerations, team make-up etc) on top of that, and polish the graphics up, and add on the other supporting elements that make a fun game really stand out.

    I still remember a former roommate (who is a huge fan of technology as well as video games) several times showing me a new video game that had come out on his souped up gaming rig. He moved the character around, admiring the detail and realism the engine had rendered without a hint of choppiness... I asked him whether the game was any good and he would invariably say "it kinda sucks...but look at the graphics!" and I would shake my head and walk away. Story is like that too- there are a few people who are willing to buy your game and fight through horrible implementation to see your story through to the end, but most will just throw up their hands and move on to something that is fun to play AND tells some kind of story.

  • dsk2293dsk2293 Registered User regular
    That picture of Rome was actually a picture of Florence...

  • MikoditeMikodite Registered User regular
    In short: video games are not movies! Another reason to not start with the story at the start is because it also inhibits the choices you can allow the player to make. If plot point A requires the player to talk to character Alpha and fall in love with them, you force the player protagonist into those scenes regardless of how much they might like Alpha, so that plot point A happens. If you find yourself playing a cut-scene heavy game, or a game with a huge gameplay/cutscene/gameplay break, that's what happened: as the developers know that you have to, HAVE TO, perform certain actions to move the plot where they want it, so they are using the cutscenes to force your hand into it.

  • MadCaddyMadCaddy Registered User regular
    Good episode, and great to see Extra Credits back in form and speaking about what they're most knowledgeable.

    I think a lotta these points that're made speak to the inherent differences of games to other forms of art; both in the creation process, as well as 'consumption' by the end user.

  • Titanium DragonTitanium Dragon Registered User regular
    meiam wrote:
    While I agree with most of what you said, have you even played Chromo Trigger? This game is the least linear game ever, half of the game can be played in whatever order you want. You can literally fight the final boss 1/3 of the way in the game. You can kill the last boss with your *spoiler* main character dead *end spoiler*. I can't think of any game with a plot that is less linear than chrono trigger.

    The game is very linear, actually - as linear as any other JRPG. You travel through space and time, but its actually very linear - the plot progresses from one point to another to another. Yeah, you can theoretically fight the boss a third of the way through the game, but you die horribly if you try. The main story is entirely linear until you're at the very, very end. You can theorectically do the other side quests before you bring back Crono I suppose, or even beat the game without him, but you're not encouraged to do so - you're encouraged to go bring him back to life, and do the side quests (you don't have to), and beat your way through the black omen to fight the final boss. Sure, you can skip that, but the sidequests are not hugely long and while you don't have to do them in any particular order, the entire game up to that point is linear - the "main story" basically ends with Crono's ressurection, at which point you get the five or so sidequests you can do in any order and the final assault on Lavos, which you can do in three different ways (one of which is the end of the Black Omen sidequest).

    But the game is hugely linear. Linearity isn't a bad thing.
    And actually in almost every way, the Final Fantasy genre of games, which some have misattributed as being the entire "JRPG" genre, start with mechanics first. Because the mechanics of the turn-based stand-in-a-line RPG haven't drastically changed since the first Final Fantasy. Also, there's a reason that the early Final Fantasy games have always been upheld as classics and not the later ones. They've failed to innovate on technology and gameplay that's evolved to allow more interactivity and tactical decision making with the player. While the rest of the world moved on from the static line fighting and evolved how to fight with a group, the Final Fantasy series has been stuck on a model that fit with the lack of technology 15 years ago. The stories of the game could be the most amazing things in the world, but the gameplay is stuck on an almost ancient model.

    Ehhhhh... that isn't the problem really.

    Honestly, if you really look at it, the "good" Final Fantasy games (and that is to say genuinely good ones, not "good for their time") were all in the FFVI to FFX era; the games before that were "good for their time" but not particularly good in general (I can't speak to FFV, but FFIV is not particularly amazing; the writing is pretty minimalistic and while it does try, the dialogue hurts the delivery of the story, though the story itself is fine). FFVI was an amazing game, one of the few RPGs of any sort which didn't have a main character (indeed, the only other example of that was Chrono Trigger; I can't think of any other RPG that doesn't have a main character). Chrono Trigger is still argued to be one of the best if not the single best RPG of all time, and deservedly so; it is kind of ironic that many of its mechanics, which were very good, never got copied. SMRPG is a great game, and while it is lighthearted, it was interesting and different to play. FFVII is still widely regarded as iconic of the genre, even though I feel that FFVI was a better game overall - it was still great. FFVIII was a low point, primarily because the mechanical system in it was completely awful and the story confused a lot of people (though I didn't find it particularly terrible). FFIX was a great game, had a very iconic and fun cast, and did a lot of fun things. FFX was the only FF game that actually had an outright good combat system, one of the best intro sequences of any game ever, and the game itself was fairly decent and interesting; its biggest flaw was a few of the characters, particularly Yuna, were a bit flat, and Tidus and Yuna's voice acting was a bit awkward at times. Still, it was a very good game, and the best at the actual -game- part of any FF game.

    FFXII tried to go with modern gameplay and it was completely awful as a result. In the older games, the story was continuous - they were purely linear affairs but whatever, it meant the story got delivered. FFXII tried to add in more random stuff and as a result it was godawful. Even if you look at FFVI, the least linear FF game (and in many ways one of the least linear RPGs ever, because of the second half of the game being ENTIRELY nonlinear and yet STILL delivering the story very well because you had spent so much time with the characters you cared about them, and you cared about recovering them and rebuilding and saving the world, meaning that it didn't sacrifice story for that non-linearity) the sidequests weren't really like FFXII sidequests or really any modern RPG's sidequests - they were basically main story quests that you could do in a different order. There wasn't much side content which was just -there- like there is in modern games - you were in a dungeon or a town or whatever for a reason, you weren't just wandering around looking for the ! over someone's head, or trying to hunt 999 rare animals or whatever. More games need to do that. If you put in content, you need a REASON for it, but its fine to come up with the fun game and then figure out how the story works with it - indeed, that can help you even develop the story to be better represented.

  • tumtum42tumtum42 Registered User regular
    edited January 2013
    Not sure what to make of this episode, either way there has been plenty of games that focus on story first not gameplay first. What they are describing sounds more akin to an action game design process than a game like final fantasy(pick whatever number u want).

    tumtum42 on
  • TerrafireTerrafire Registered User regular
    Dedwrekka wrote: »
    Bentelk wrote:
    is this the same process makers of RPGs, or other story-heavy games, use?
    RPG makers? Yes. Final Fantasy clones? No.
    And actually in almost every way, the Final Fantasy genre of games, which some have misattributed as being the entire "JRPG" genre, start with mechanics first. Because the mechanics of the turn-based stand-in-a-line RPG haven't drastically changed since the first Final Fantasy. Also, there's a reason that the early Final Fantasy games have always been upheld as classics and not the later ones. They've failed to innovate on technology and gameplay that's evolved to allow more interactivity and tactical decision making with the player. While the rest of the world moved on from the static line fighting and evolved how to fight with a group, the Final Fantasy series has been stuck on a model that fit with the lack of technology 15 years ago. The stories of the game could be the most amazing things in the world, but the gameplay is stuck on an almost ancient model.
    I agree wholeheartedly. (Tetra Master in FF9 was clearly designed first, then afterwards the producers said, "Wait. Now how do we build this into the story?", rather than the storywriters saying, "We need a card game for our story. Go build one.")

    Others are much less clumsy. Blitzball in FF10 is still pretty clear, but the Golden Saucer in FF7....could actually have easily been designed because the story writers said, "Go build us some minigames. We want a theme park." (Or it may have been a memo to them that said, "We have all these minigames we built, and only used once. Go find a way to reuse them.")

  • TerrafireTerrafire Registered User regular
    Dedwrekka wrote: »
    Bentelk wrote:
    is this the same process makers of RPGs, or other story-heavy games, use?
    RPG makers? Yes. Final Fantasy clones? No.
    And actually in almost every way, the Final Fantasy genre of games, which some have misattributed as being the entire "JRPG" genre, start with mechanics first. Because the mechanics of the turn-based stand-in-a-line RPG haven't drastically changed since the first Final Fantasy. Also, there's a reason that the early Final Fantasy games have always been upheld as classics and not the later ones. They've failed to innovate on technology and gameplay that's evolved to allow more interactivity and tactical decision making with the player. While the rest of the world moved on from the static line fighting and evolved how to fight with a group, the Final Fantasy series has been stuck on a model that fit with the lack of technology 15 years ago. The stories of the game could be the most amazing things in the world, but the gameplay is stuck on an almost ancient model.
    I agree wholeheartedly. (Tetra Master in FF9 was clearly designed first, then afterwards the producers said, "Wait. Now how do we build this into the story?", rather than the storywriters saying, "We need a card game for our story. Go build one.")

    Others are much less clumsy. Blitzball in FF10 is still pretty clear, but the Golden Saucer in FF7....could actually have easily been designed because the story writers said, "Go build us some minigames. We want a theme park." (Or it may have been a memo to them that said, "We have all these minigames we built, and only used once. Go find a way to reuse them.")

  • pariah164pariah164 Registered User regular
    I had to pause, since 'Go home Game, you're drunk.' made me laugh for about five minutes.

  • TokelosheTokeloshe Registered User regular
    This, would give an alternative view as to why most games based on non-gaming titles tend to suck - but I am not so sure.

    The Darkness II was pretty good, and the first game wasn't bad either. The constraint from being based off a comic book would put in a lot of the limits James was talking about, yet it was actually not at all bad.

    There aren't many titles based on non-gaming properties that can say that, but I think that might be more to do with the nature of cash-ins rather than restrictions born of story coming first.

  • JCJonesJCJones Registered User new member
    edited January 2013
    I completely agree with this. Often times when I think of a story idea I wonder how it might fit into a game, but usually end up deciding it'd be better fleshed out as a movie or book.

    JCJones on
  • Rigs83Rigs83 Registered User regular
    Theirs an old adage; books tell, movies tell and games do. I think this narrative issue is what has bogged down Hideo Kijoma in his Metal Gear series and cause an insane level of anger in the community when Bioware rushed out Mass Effect 3. In the end games can tell a rich and complex narrative but it has to be one that the players create. I hate it when I play a game and see the plot twist three miles away while blindfolded. This happened to me while playing Fallout 3 and Knights of the Old republic: Sith Lords. I want my story to shine through when I play a game and if game developers let you do that without smashing in there vision we will truly have a certifiable piece of art. Ultimately art is subjective, right now most games are not.

  • likalarukulikalaruku Registered User regular
    If you're making a 2DRPG with RPGMaker, everything he said goes right out the window. Your customers already know the game mechanics. They're there because they want more of the same thing. & in the end, your story & characters will be what make or break the game. Same goes for Episodic Interactive Cartoons like most of what Telltale makes; they have a niche loyal target audience. Apparently Square Enix runs that way too, & it's always people outside the target audience that do the most complaining.

  • RatherDashing89RatherDashing89 Registered User regular
    Well, I'd more say books and movies show, games do. Show, don't tell, is the first rule of storytelling, which unfortunately a lot of writers don't understand. But like I said, concept before plotline isn't just for games--any story should be written that way, including one for RPGmaker. Start with something you want to say and let the story grow organically from that. And if it's an RPG and not a book you're writing, that concept *should* be reflected in gameplay. Not everyone will demand that, but it's only good for the game if you have it. FF9's story was great, but in my opinion the gameplay was terrible and completely disassociated from the story. I still played it, but I wouldn't have been upset if it had been done better. Striving for excellence is always a good thing. Again, it's not a matter of prioritizing gameplay over story. It's about making the gameplay actually serve your story.

  • SinrusSinrus Registered User regular
    @tumtum42

    FF style games also suffer glaring disconnects between their story and the mechanics, like when a character dies to getting shot in a cutscene after surviving rockets and machine guns in combats earlier.

  • BenevolentCowBenevolentCow Registered User regular
    Extra Credits has a love affair with mechanics > all. There are many cinematic games, telling stories that would perhaps be suited for a movie by can't be compressed into 2-3 hours, so video games are what fit the length of the narrative. Mechanics in these games don't have to entirely fit the story, they just have to not be obviously broken.

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