Since the beginning of cinematic gaming, there has always been this struggle between balancing the experiences of both narrative and gameplay. For some games, there's too much traditional story-telling which detracts from this core gameplay fun factor (take PS3's Metal Gear Solid 4 for example) and other titles get a bad rap for having paper-thin plots. So how do these two seemingly opposed forces integrate smoothly? Christian Nutt has an interesting opinion piece about this on GameSetWatch which takes a look at Crisis Core's DMW system as an excellent solution to this "narrative-gameplay divide."
Nutt points out that the Digital Mind Wave (DMW) system revolves around the story-driven emotional state of Zack (protagonist), which in turn results in affecting his chances for bonuses and his overall performance in battle. Furthermore, the DMW's slots reflect important characters in Zack's life which, when aligned, often play cut scene memories in the heat of a fight. What this does, according to Nutt, creates a reminder of how important the story is to the actions Zack carries out. This style of integrating stories, focusing on memories and short bursts, while maximizing both emotional impact and interactivity is revolutionary in Nutt's eyes.
A lot of his points make a whole lot of sense and we agree, though perhaps not as fervently. But what about you? Do you agree, disagree? Perhaps before you make that decision, best read up on the entire Crisis Core redefines narrative/gameplay article.
Reader Comments (9)
Posted: Jan 21st 2009 9:35AM Edge of Blade said
I get what they are trying to say here, but I felt the DMW felt more scripted than random. Anyone who has been to Vegas... or can, ya know, figure the odds... will tell you those bonuses shouldn't come up that often. The whole DMW felt needlessly tacked on to me and it actually got in the way of a solid game play session.
Honestly, my family and I believe plot is ruining gaming by giving us reasons other than gameplay to play a game.
Honestly, my family and I believe plot is ruining gaming by giving us reasons other than gameplay to play a game.
Posted: Jan 21st 2009 1:48PM (Unverified) said
I believe the slots are affected by lost of HP, MP and AP (you can see in the combat display how they are connected), so it's really not that random, working more like a new limit break. If that's true this is a excelent system I think.
Posted: Jan 21st 2009 10:37AM ShinAntonio said
The only thing I remember with the DMW system is how annoying it can be. Interrupting battles for five-ten seconds of an uncontrollable roulette is not my idea of fun. Those in-battle cutscenes were mostly forgettable.
The one time the DMW system really worked in the narrative was during the ending. I found that very moving and artistically unique. But that doesn't make for the 10-15 hours I spent being annoyed by its intrusion (especially when I'm a few slashes away from killing the enemies myself).
"Even those who do not enjoy the series must recognize that its characters are its strength, particularly with its fans."
I disagree with this statement. Certainly I've liked a lot of characters in FF, but I consider the battle system, production values, and fully realized worlds more important.
The one time the DMW system really worked in the narrative was during the ending. I found that very moving and artistically unique. But that doesn't make for the 10-15 hours I spent being annoyed by its intrusion (especially when I'm a few slashes away from killing the enemies myself).
"Even those who do not enjoy the series must recognize that its characters are its strength, particularly with its fans."
I disagree with this statement. Certainly I've liked a lot of characters in FF, but I consider the battle system, production values, and fully realized worlds more important.
Posted: Jan 21st 2009 11:22AM (Unverified) said
I gotta agree with this. I thought the DMW was great. It gave a sense of what Zack's thoughts were without endless monologue text. Also it gave the battles emotion. It wasnt mindless killing by a robot. Depending on the situation he would gain strength from his training with his mentors, the loyality of a friend, or the anger of betrayal. It made Zack more human. Not to mention I loved that all the leveling up of your character was behind the scenes. It made the game not a huge grind fest and I was happy when I got triple 7s instead of continuously checking an experience bar wishing I would just level up already. Also I agree that the characters are an important part of any FF game, but its really the whole package of characters, gameplay, story, and worlds that make the games shine imo.
Posted: Jan 21st 2009 2:07PM (Unverified) said
I actually liked the DMW system, and how it incorporated the narrative into the actual gameplay. It could get annoying watching the same idiotic scene with Aeris over and over again (sometimes in the same battle), but overall I think it worked.
However, I think the narrative in Crisis Core was somewhat hampered by relying on the gameplay elements to tell the story. I could have used just a little bit more.
However, I think the narrative in Crisis Core was somewhat hampered by relying on the gameplay elements to tell the story. I could have used just a little bit more.
Posted: Jan 21st 2009 11:28PM (Unverified) said
is this article a joke? i mean, the guy's last name is "nutt" and this is surely the nuttiest thing i've read. the DMW added absolutely nothing to the story or the player's immersion in the story.
but then again, i'm of the opinion that crisis core is just about the most overrated piece of shit that i've ever been tricked into buying. the gameplay is neither satisfying nor deep enough to warrant the big scores the game got from reviewers, and the story is just plain awful, and a blatant, cheap cash-in on FF7's (waning) popularity.
but then again, i'm of the opinion that crisis core is just about the most overrated piece of shit that i've ever been tricked into buying. the gameplay is neither satisfying nor deep enough to warrant the big scores the game got from reviewers, and the story is just plain awful, and a blatant, cheap cash-in on FF7's (waning) popularity.
Posted: Jan 22nd 2009 5:31AM (Unverified) said
agree with the article. :)
if we all had DMW's, we'd line up Paris Hilton with Triple 7's, and her special attack....
"PARIS SINGING!!! LVL. 99"
It causes the world to shatter in seconds! Even Bahamut couldn't do that XD LOL
if we all had DMW's, we'd line up Paris Hilton with Triple 7's, and her special attack....
"PARIS SINGING!!! LVL. 99"
It causes the world to shatter in seconds! Even Bahamut couldn't do that XD LOL
Posted: Jan 26th 2009 12:43PM (Unverified) said
I don't know, I like plot in my games, especially if it's an RPG, wich kind of needs plot





