| Mail |
You might also like: WoW Insider, Massively, and more

Reader Comments (21)

Posted: Dec 29th 2008 10:18AM Dirty said

  • 2.5 hearts
  • Report
Is that OJ?
Reply

Posted: Dec 29th 2008 10:19AM (Unverified) said

  • 2 hearts
  • Report
sans White Ford Bronco.
Reply

Posted: Dec 29th 2008 10:37AM samfish said

  • 3 hearts
  • Report
He's practicing for his inevitable jail break.
Reply

Posted: Dec 29th 2008 11:32AM SirFishouse said

  • 2 hearts
  • Report
That was exactly what I thought.
Reply

Posted: Dec 29th 2008 3:29PM (Unverified) said

  • 2 hearts
  • Report
Run Juice, Run!
Reply

Posted: Dec 30th 2008 1:13PM SoCoolCurt said

  • 2 hearts
  • Report
lol my first thought as well. only reason i clicked on the article.
Reply

Posted: Dec 29th 2008 10:36AM samfish said

  • 2.5 hearts
  • Report
"You have to show everything and leave nothing to the imagination – in essence, we've become part-time filmmakers in addition to game developers."

This is the kind of thinking that is absolutely killing video games. All that new technology that opens up so many possibilities, but they all just keep barreling down the more expensive (and boring) path they can take.
Reply

Posted: Dec 29th 2008 10:42AM Duke said

  • 2 hearts
  • Report
"Next hurdle is story telling itself over the a longer game, We've got a lot left to do with this medium, so yes, it can be solved. The question is, in how many ways?"

This leaves me scratching my head.
Reply

Posted: Dec 29th 2008 1:08PM Haggard said

  • 2 hearts
  • Report
Yeah, I didn't have a clue what he was talking about either.
Reply

Posted: Dec 29th 2008 12:18PM Mr Khan said

  • 2 hearts
  • Report
Mastiff got it right and BioWare got it wrong. The story should be a simple, compelling side-story to the game in most cases. These cinematic games are part of what's wrong with "hardcore gaming"
Reply

Posted: Dec 29th 2008 12:43PM (Unverified) said

  • 3 hearts
  • Report
I'm not so sure. For many gamers (myself included) Planescape and Baldur's Gate 2 are the pinnacles of storytelling in games, in large part thanks to their size and scope.

Sadly, due to the amount of resources that would be required to make a similar game with graphics and sound up to current standards it has become all but infeasible to pull off a similar project again.
Reply

Posted: Dec 29th 2008 12:49PM (Unverified) said

  • 2 hearts
  • Report
its funny, because that wasn't what Mr. Gaubatz said:

"...people are drawn in by casual games with simple gameplay and turned off by serious stories. This is probably because good stories are usually attached to long games in core genres with sophisticated game mechanics"

"...we need to find more ways of pairing sophisticated stories with accessible gameplay."

Now, I do agree with his statement, we should be making all games more accessible to everyone, from hardcore to casual.

But the problem is, there are already many franchises who's core mechanics are very hard to make more accessible, in that case, don't do it, there is already people that love said game's mechanics... and they would just be gambling, since said mechanics haven't be proven with either hardcore nor casual...
Reply

Posted: Dec 29th 2008 1:16PM (Unverified) said

  • 2.5 hearts
  • Report
If all games go back to being like Super Mario Bro and R-Type (both fantastic games) I'll be reading a lot more books and playing a lot fewer games. Hmm... now that I think about it, maybe this is why my Wii doesn't get any love.

Simple games with no story are perfect for multiplayer, but when I'm sitting in my leather chair with a nice LCD and surround sound I want a long, epic story.
Reply

Posted: Dec 29th 2008 2:59PM (Unverified) said

  • 3 hearts
  • Report
One of the big challenges is to improve the overall quality of writing. By this I don't mean the plot (there definitely have been some original and imaginative plots recently, even if it isn't the norm), but the prose itself.

Even the best-written games (such as Planescape) read as higher-tier genre fantasy (think R.A. Salvatore and the like). There is no reason why top-notch writers can't be involved in writing games, except for the unvillingness of development studios to take the risk and commit the necessary resources.

As it is, we have a medium reaching an incredibly wide audience (including segments which, overall, read little or no literature), immersing people in amazing and epic stories written at a high-school level.

In the early days of computer games there was more of a willingness to experiment with the writing. One of my all-time favorites in this respect is Circuit's Edge, which sadly nobody seems to have played.
Reply

Posted: Dec 29th 2008 4:26PM (Unverified) said

  • 2 hearts
  • Report
absolutely...
But I would go even further and say that the storytelling over all is highschool level. There's very little storytelling. The story is almost ALWAYS reliant on contrived plot points.
Is it possible to separate complex gaming narratives from plot? Can characters drive the narrative?
Reply

Posted: Dec 29th 2008 3:00PM scratchh said

  • 2 hearts
  • Report
first I'd like to say I loved this series - a very interesting look at story in our favorite medium. that said...

i think that Jeff Grubb and Dan Tovar/Mark Brown said it best - the next major hurdle in developing games is the issue of choice. giving the players realistic/compelling choices and consequences without driving developers crazy and sending development times into the decades. because at its heart games are interactive media, and as production values increase, we expect to be able to play a greater role in choosing how the story unfolds (in many cases, not all obviously). and it is a really tricky issue. i wish developers the best of luck. i look forward to seeing the results (heavy rain, for example).


Reply

Posted: Dec 29th 2008 3:01PM Courtney said

  • 2 hearts
  • Report
Jeff Ross gets it.
Reply

Posted: Dec 29th 2008 3:11PM Mr Khan said

  • 2 hearts
  • Report
to really make the player a part of the story would help, something like Heavy Rain, but even more fundamental. Not in a way that leads to greater complexity, but a way that actually leads to greater simplicity
Reply

Posted: Dec 29th 2008 3:46PM Dummy00001 said

  • 2 hearts
  • Report
Jeff Ross literally said nothing. Or in other words he repeated the general problem of story-telling in games.

Well, one can interpret it as games didn't changed much as story-telling goes. All the same problems remain.

The Jools Watsham, the Moon's guy, says the same, but in words easy to understandable.
Reply

Posted: Dec 29th 2008 3:57PM Courtney said

  • 2 hearts
  • Report
Jeff Ross says much, he just uses fewer words to do it.
Reply

Posted: Dec 29th 2008 3:37PM Dummy00001 said

  • 2 hearts
  • Report
"""You have to show everything and leave nothing to the imagination – in essence, we've become part-time filmmakers in addition to game developers."""

So this confirms my personal observations. Most big budget games started looking like movies. Cheap games (esp. on consoles) constantly remind of cheap TV show.

I do not like games which leave nothing to imagination. Probably the 8-bit generation was so remarkable because it was letting people to imaging the world, the story and the heroes by themselves.

Yes, leaving nothing to imagination allows to tap into wider audience. Yet, if you look at game reviews they now look more or less like movie reviews: "oh yeah, it was another [game/movie] like this with some elements of that and strong influence of those."

Easy to understand - and easy to forget.

Imaging "Alice in Wonderland" book which leaves nothing to imagination... Boredom. 'nouf said.
Reply
Sorry, you must be logged in to leave a comment.

Featured Stories

WRUP: All the Reckoning

Posted on Feb 10th 2012 11:45PM

Xbox Live Indie Gems: Nyan Cat Adventure

Posted on Feb 10th 2012 10:15PM

Engadget

TUAW

Massively

WoW