How important is story to you?
by Ajari Wilson · in General Discussion · 02/07/2005 (11:01 am) · 42 replies
I'm not sure if this topic has ever come up on here before.
When it comes to story in games I believe there are 3 kinds.
1) Playable movies like Metal Gear, and Xenosaga. These games have long involved cut scenes between game play that (halting all game play) sometimes only lets you play for a few minutes or take a few steps before a second lengthy cut scene pops up.
I personally enjoy these types of games and feel they pull me deeper into the game so that when the time comes for me to grab the controller again, I have a stronger, more personal reason to get Solid Snake the hell out of that abandoned factory. I love the feeling of being absorbed by a games plot and having something pushing me to want to see what's going to happen next. The biggest complaint I've heard people say about these games is "If I wanted to watch a movie, my PS2, Xbox, and PC plays DVD's".
2) Games like Splinter Cell, Street Fighter, and Unreal Tournament that are less involved with short "this is what you need to do" mission headings in between levels. The main character isn't personally or emotionally involved in the plot. He/She is just involved so that you can have something to control on screen. There may be a scene where one of the other un involved support character dies or some tragedy happens but it's usually pretty dry and with little fanfair. Pretty much "he's dead now let's keep it moving" attitude.
While I wish these kinds of games would be a little more story intensive, you do tend to get more play time out of them and there is still something motivating me to keep me wanting to play to the end. I still care about what will happen at the end. I personally feel these games can be the best forms of entertainment as long as there is a perfect balance of story and game play. I would say games like Halo are somewhere in between 1 and 2. The story is involving but the scenes end right before my trigger finger starts itching. There is also story elements going on while you are still controlling your character. I feel Halo is a good example of that perfect balance between story and game play.
3) No plot, no real characters. Just objects or clones running around shooting each other or bouncing and rolling around. Racing and puzzle games are big here too. I would say is for either the arcade purist, or the casual gamer. There's no reason to be doing what your doing. It's all about having fun doing what your doing.
These games bring me back to my Atari 2600, 5200 roots. Who cares about whats going to happen next. It's all about the moment. And sticking that big combo, power sliding perfectly around the corner, and sniping some guy at 70 yards out is very rewarding and I feel less obligated to ever have to pick the game up again if I don't feel like it. I've pretty much seen all it has to offer in one sitting.
So I was just wondering how you guys feel about stories in games. How important are they to you? Are you the kind of person that watches every cut scene and tries to understand a good plot like me, or do you desperately mash the buttons, in an attempt to avoid every story element like the plague?
-Ajari-
When it comes to story in games I believe there are 3 kinds.
1) Playable movies like Metal Gear, and Xenosaga. These games have long involved cut scenes between game play that (halting all game play) sometimes only lets you play for a few minutes or take a few steps before a second lengthy cut scene pops up.
I personally enjoy these types of games and feel they pull me deeper into the game so that when the time comes for me to grab the controller again, I have a stronger, more personal reason to get Solid Snake the hell out of that abandoned factory. I love the feeling of being absorbed by a games plot and having something pushing me to want to see what's going to happen next. The biggest complaint I've heard people say about these games is "If I wanted to watch a movie, my PS2, Xbox, and PC plays DVD's".
2) Games like Splinter Cell, Street Fighter, and Unreal Tournament that are less involved with short "this is what you need to do" mission headings in between levels. The main character isn't personally or emotionally involved in the plot. He/She is just involved so that you can have something to control on screen. There may be a scene where one of the other un involved support character dies or some tragedy happens but it's usually pretty dry and with little fanfair. Pretty much "he's dead now let's keep it moving" attitude.
While I wish these kinds of games would be a little more story intensive, you do tend to get more play time out of them and there is still something motivating me to keep me wanting to play to the end. I still care about what will happen at the end. I personally feel these games can be the best forms of entertainment as long as there is a perfect balance of story and game play. I would say games like Halo are somewhere in between 1 and 2. The story is involving but the scenes end right before my trigger finger starts itching. There is also story elements going on while you are still controlling your character. I feel Halo is a good example of that perfect balance between story and game play.
3) No plot, no real characters. Just objects or clones running around shooting each other or bouncing and rolling around. Racing and puzzle games are big here too. I would say is for either the arcade purist, or the casual gamer. There's no reason to be doing what your doing. It's all about having fun doing what your doing.
These games bring me back to my Atari 2600, 5200 roots. Who cares about whats going to happen next. It's all about the moment. And sticking that big combo, power sliding perfectly around the corner, and sniping some guy at 70 yards out is very rewarding and I feel less obligated to ever have to pick the game up again if I don't feel like it. I've pretty much seen all it has to offer in one sitting.
So I was just wondering how you guys feel about stories in games. How important are they to you? Are you the kind of person that watches every cut scene and tries to understand a good plot like me, or do you desperately mash the buttons, in an attempt to avoid every story element like the plague?
-Ajari-
#2
I love stories in games, the problem is that if it gets too involved, and something comes up (like finals) and I can't play for a while, I just won't play it anymore. One of my favorite games is Metroid Prime but I never finished it because I had to take a break from it for finals. I wanted to play it again a few weeks later, but I had no idea where I was in the game or what I needed to do. Unfortunatley I never came back to it and it also resulted in me not buying the sequel. Halo is a good example of the "story to casual play" factor, like you said. I always like to just jump in and start shooting the Covenant.
02/07/2005 (11:32 am)
Sup Ajari, I love stories in games, the problem is that if it gets too involved, and something comes up (like finals) and I can't play for a while, I just won't play it anymore. One of my favorite games is Metroid Prime but I never finished it because I had to take a break from it for finals. I wanted to play it again a few weeks later, but I had no idea where I was in the game or what I needed to do. Unfortunatley I never came back to it and it also resulted in me not buying the sequel. Halo is a good example of the "story to casual play" factor, like you said. I always like to just jump in and start shooting the Covenant.
#3
Yes, some games get away with it *coughTetriscough*. But people like to see specifics instead of generics. If you replaced all the units and tech trees in Civilization with abstract made-up words that nobody understood - but otherwise left the gameplay identical - it would flop.
(Hmmm.... that sorta explains why Sid Meier's Alpha Centauri didn't do so well, doesn't it?)
Good cut scenes are fun and enjoyable, but they need to be short, sweet, and interruptable. Too often it seems like they are the focus of the game, rather than simply supporting the game. When you constantly break the interactivity to force the story on the player, it's bad news.
02/07/2005 (12:07 pm)
I'm a fan of stories in games. Or, more precisely, I'm a fan of CONTEXT in games. And I think context is very important. Otherwise, all games could be made up of nothing but beautifully rendered abstract cuboids, and they'd be just as popular.Yes, some games get away with it *coughTetriscough*. But people like to see specifics instead of generics. If you replaced all the units and tech trees in Civilization with abstract made-up words that nobody understood - but otherwise left the gameplay identical - it would flop.
(Hmmm.... that sorta explains why Sid Meier's Alpha Centauri didn't do so well, doesn't it?)
Good cut scenes are fun and enjoyable, but they need to be short, sweet, and interruptable. Too often it seems like they are the focus of the game, rather than simply supporting the game. When you constantly break the interactivity to force the story on the player, it's bad news.
#4
I love stories in games, the problem is that if it gets too involved, and something comes up (like finals) and I can't play for a while, I just won't play it anymore. One of my favorite games is Metroid Prime but I never finished it because I had to take a break from it for finals. I wanted to play it again a few weeks later, but I had no idea where I was in the game or what I needed to do. Unfortunatley I never came back to it and it also resulted in me not buying the sequel. Halo is a good example of the "story to casual play" factor, like you said. I always like to just jump in and start shooting the Covenant.
02/07/2005 (12:31 pm)
Sup Ajari, I love stories in games, the problem is that if it gets too involved, and something comes up (like finals) and I can't play for a while, I just won't play it anymore. One of my favorite games is Metroid Prime but I never finished it because I had to take a break from it for finals. I wanted to play it again a few weeks later, but I had no idea where I was in the game or what I needed to do. Unfortunatley I never came back to it and it also resulted in me not buying the sequel. Halo is a good example of the "story to casual play" factor, like you said. I always like to just jump in and start shooting the Covenant.
#5
But one of my favorite recent games that utilized story and gameplay rather well is Resident Evil 4. I love the style, the art design, the action, and the story (though it is much less story oriented than previous RE's).
02/07/2005 (12:39 pm)
I like stories in games. I've been a long-time adventure and RPG fan, so story has always been somewhat important to me. However, I find that most of the games that I play over and over again aren't that story-oriented. Radiant Silvergun has only the most remote tethering of a storyline, as does Bangai-oh. Devil May Cry has story elements, but after I played through it the first time, I didn't really care where the storyline had gone (and I often find it humorous when people comment that the story for it was amazing...and I hear it in DMC circles quite often). Then there's Super Mario Bros 3, which I still find myself playing quite often. I play Sin and Punishment a lot, and it has a surprisingly complete story for a rail shooter (though some of the worst voice acting next to Martian Gothic). I replay games with stories for nostalgia sake, though I rarely replay RPG's. There are a few, though. Lunar, and that's because I played it on the Sega-CD, Saturn, PSX, and GBA, and not because it's actually got that great of a storyline. That, and the Shin Megami Tensei games, Devil Summoner, Persona, Persona 2: Innocent Sin, and Eternal Punishment. Oh, and I used to play Ultima VII quite often. Maybe I do play some games over and over again. But I usually don't. I didn't feel the need to replay Xenosaga before playing part 2, just like I didn't need to replay Shadow Hearts to play the second game. I love the Phantasy Star games, but I don't feel the need to replay any of them, even in their GBA incarnations. Same with the Final Fantasies.But one of my favorite recent games that utilized story and gameplay rather well is Resident Evil 4. I love the style, the art design, the action, and the story (though it is much less story oriented than previous RE's).
#6
Mostly I like games that have an interesting story scenario, while games like Final Fantasy (excluding XI Online) have a more 'set in stone' story that you just progress through, and the only character development is by increasing stats, rather than through 'virtual personality' (IE roleplaying your character as you see fit), because the story, being already pre-set, requires certain personalities, strengths, and vices in the characters that must remain through the story, unless changed by some great, outside plot force; I'd rather play a game like that, but instead you come to points in the game that you can choose different paths, rather than different movies to watch right before the game continues on the same path that it would have regardless of your choice.
EDIT:
To answer the question about my idea of the importance of stories in games, I'll just say that stories are a must in most games, to give me the answer - after I receive my mission, etc - to my "Why am I doing this?" question I ask often when playing games. Of course, some games don't need a story (it would even be a detriment to them), like Tetris or most sports titles.
02/07/2005 (1:44 pm)
While I like the cinematic effects in Metal Gear Solid: Twin Snakes, that game and others tend to bore me. The gameplay itself was maybe 30% of the time I spent on that game, the rest was movies. This is not to mean that I did not enjoy the sequences, but basically I did not want to watch an 'interactive movie' as much as I wanted to play just a game with some good cutscenes.Mostly I like games that have an interesting story scenario, while games like Final Fantasy (excluding XI Online) have a more 'set in stone' story that you just progress through, and the only character development is by increasing stats, rather than through 'virtual personality' (IE roleplaying your character as you see fit), because the story, being already pre-set, requires certain personalities, strengths, and vices in the characters that must remain through the story, unless changed by some great, outside plot force; I'd rather play a game like that, but instead you come to points in the game that you can choose different paths, rather than different movies to watch right before the game continues on the same path that it would have regardless of your choice.
EDIT:
To answer the question about my idea of the importance of stories in games, I'll just say that stories are a must in most games, to give me the answer - after I receive my mission, etc - to my "Why am I doing this?" question I ask often when playing games. Of course, some games don't need a story (it would even be a detriment to them), like Tetris or most sports titles.
#7
I also found that sometimes I want to play a certain game that just happens to be story intensive but I don't really have the time to dedicate a good hour or two so I just decide to play something arcadey and quick until I have more time to dedicate to story driven titles.
Sup Blake, I don't own a Cube yet (Star Fox is crucial for my life and well being) but I like the new Metroids. My little brother let me borrow his Cube and Metroid and I stopped playing for the same exact reason. They should have had some kind of journal that Samus loggs into. I haven't played Halo 2 for about a month straight but since it's more linear I'm sure I'd have no problem jumping right back in where I left off. Metroids problem is that they have you jumping around a consistant world back and forth, while Halo is pretty straight forward.
Hey David that's true with me as well. I found that I never play a story driven game over and over again. I recently beat Metal Gear Solid 3 and when I think of all the stuff I have to go through again that I didn't really feel like doing the 1st time mixed in with the fun parts I lose interest.
Jay if there is a lot of story the game needs to explain like in an RPG then I don't see how they can make them short without them popping up every 5 seconds. I would never make a game with insanley long cut scenes but I can see how it could be easy to do so if you have a lot going on. One thing I did like about Xenosaga (probably the only thing) aside from the usual "skip" option is that they allowed you to pause the cenematics. They ran about 45 minutes in some parts and I think that did something to help ease the pain some may feel in watching scenes that long.
Hey Alan I think Tetris World for PS2, Xbox live, and I think Game Cube tried to incorporate some little smidget of a story. The little blocks talked and had eyes from what I can remember. Your right, it was very cheesey. Oh and I LOOOOVE the Phantasy Star series. I remember when PS4 came out I was damn near in tears when Chaz held up the Adylson (spelling) and looked back into Alys' and all the past characters memories, and all the pain they went through. He came out of the cave with purpose, confidence, and tears in his eyes. That was THE defining moment in Phantasy Star for me. I didn't care for PSO as much. The lack of story killed it for me.
So what I've learned from this so far is:
-keep scenes short.
-Don't use scenes in a game unless it's vital to the story.
-Always find a way to give the player a break from the story if it is a big part of the game.
-Always find a way for the player to easily get back into the game and flow of the story after long periods of being away.
-Always give the player the choice to skip scenes. You never know if someone will play your game 1 time or 30 times. After 30 times I can imagine any story element getting old no matter how cool.
-Gameplay ALWAYS comes first.
-Not every game should have a story. (puzzle, sports).
Thanks guys.
-Ajari-
02/08/2005 (8:16 am)
Yeah your right GTA is the perfect combination of example 2 and 3. I like the story a lot but latley I haven't had the time to complete missions so I find myself playing for 5 or 10 minutes just running people down and causing as much chaos as possible for a quick fix. If that's all there was to it I don't think I would have bought it but the fact that I know there is substance and some meat and potatoes I can jump back into any time makes the game much more appealing to me.I also found that sometimes I want to play a certain game that just happens to be story intensive but I don't really have the time to dedicate a good hour or two so I just decide to play something arcadey and quick until I have more time to dedicate to story driven titles.
Sup Blake, I don't own a Cube yet (Star Fox is crucial for my life and well being) but I like the new Metroids. My little brother let me borrow his Cube and Metroid and I stopped playing for the same exact reason. They should have had some kind of journal that Samus loggs into. I haven't played Halo 2 for about a month straight but since it's more linear I'm sure I'd have no problem jumping right back in where I left off. Metroids problem is that they have you jumping around a consistant world back and forth, while Halo is pretty straight forward.
Hey David that's true with me as well. I found that I never play a story driven game over and over again. I recently beat Metal Gear Solid 3 and when I think of all the stuff I have to go through again that I didn't really feel like doing the 1st time mixed in with the fun parts I lose interest.
Jay if there is a lot of story the game needs to explain like in an RPG then I don't see how they can make them short without them popping up every 5 seconds. I would never make a game with insanley long cut scenes but I can see how it could be easy to do so if you have a lot going on. One thing I did like about Xenosaga (probably the only thing) aside from the usual "skip" option is that they allowed you to pause the cenematics. They ran about 45 minutes in some parts and I think that did something to help ease the pain some may feel in watching scenes that long.
Hey Alan I think Tetris World for PS2, Xbox live, and I think Game Cube tried to incorporate some little smidget of a story. The little blocks talked and had eyes from what I can remember. Your right, it was very cheesey. Oh and I LOOOOVE the Phantasy Star series. I remember when PS4 came out I was damn near in tears when Chaz held up the Adylson (spelling) and looked back into Alys' and all the past characters memories, and all the pain they went through. He came out of the cave with purpose, confidence, and tears in his eyes. That was THE defining moment in Phantasy Star for me. I didn't care for PSO as much. The lack of story killed it for me.
So what I've learned from this so far is:
-keep scenes short.
-Don't use scenes in a game unless it's vital to the story.
-Always find a way to give the player a break from the story if it is a big part of the game.
-Always find a way for the player to easily get back into the game and flow of the story after long periods of being away.
-Always give the player the choice to skip scenes. You never know if someone will play your game 1 time or 30 times. After 30 times I can imagine any story element getting old no matter how cool.
-Gameplay ALWAYS comes first.
-Not every game should have a story. (puzzle, sports).
Thanks guys.
-Ajari-
#8
YES this topic has been discussed before and there are some pretty strong opinions on all sides.
good going keeping it friendly!
02/08/2005 (8:43 am)
I'm impressed this did not devolve into a flame war. YES this topic has been discussed before and there are some pretty strong opinions on all sides.
good going keeping it friendly!
#9
Personally I consider games with a type 1 story to be art, while the others are just entertainment, but possibly i'm biased since I'm a writer with an English degree. ;) Type 1 games have their own problems, like having to replay a chunk of story if you get killed before you make it to a save spot, but their main problem is that game stories are usually even worse than movie stories, and movie stories are a lot worse than literary-quality novels.
I always wonder what the designers were thinking when they make a story-based game, investing hundreds of hours of work in a story that is just lame. And tying to find an indie designer willing to pay a writer to write them a decent story is like looking for hen's teeth. Yeah indie designers generally have no money, but what there is somehow always goes to 3-d modellers and musicians because people think writing a good story is easier or less important than sculpting beautiful models or composing evocative music. I just wonder why.
02/08/2005 (11:30 am)
There're more kinds of game story than that. What about interactive stories a la Choose Your Own Adventure where the choices you make to drive the story are the major part of the gameplay?Personally I consider games with a type 1 story to be art, while the others are just entertainment, but possibly i'm biased since I'm a writer with an English degree. ;) Type 1 games have their own problems, like having to replay a chunk of story if you get killed before you make it to a save spot, but their main problem is that game stories are usually even worse than movie stories, and movie stories are a lot worse than literary-quality novels.
I always wonder what the designers were thinking when they make a story-based game, investing hundreds of hours of work in a story that is just lame. And tying to find an indie designer willing to pay a writer to write them a decent story is like looking for hen's teeth. Yeah indie designers generally have no money, but what there is somehow always goes to 3-d modellers and musicians because people think writing a good story is easier or less important than sculpting beautiful models or composing evocative music. I just wonder why.
#10
As some people said, long cutscenes can be bad!
Just my view.
02/08/2005 (11:57 am)
I usually go for games because of their story and/or gameplay. (I am not a big fan of fancy graphics. PROOF: I still play MUDs, hehe).As some people said, long cutscenes can be bad!
Just my view.
#11
02/08/2005 (12:03 pm)
Sid Meier's Alpha Centauri is a great game.
#12
02/08/2005 (12:47 pm)
Well, there's John Carmack's notorious quote: "Story in a game, is like a story in a porn movie; it's expected to be there, but it's not that important."
#13
Funny how that was brought up, I use that quote in my forum signatures, heh.
02/08/2005 (12:57 pm)
@Jay:Funny how that was brought up, I use that quote in my forum signatures, heh.
#14
Personally I tend to prefer a bit more coherent context than your average Quake/Doom style game, but it really depends on the level of immersion and suspension of disbelief you want. The question is, does the story add anything? Does it add context? If so, it just needs to be present enough to create an appropriate level of suspension of disbelief. If a game needs no context (like a puzzle game) then there is no point to having any story.
In many cases, a simple backstory can go a long way. Nintendo is a good example of well-used minimalistic story elements. Look at the vague, goofy story of the older games in the Mario series. As far as actual content goes, there isn't much there, but it adds to the whimsical quality of the world, and reinforces the archetypes of the characters within it.
The Zelda games have a much more involved story than Mario, with a lot more plot turns and dialogue, but they are still very light on it compared to, say, Final Fantasy... yet the gameplay is great, the worlds are delightful and memorable, and the overall experience is not really diminished by the lack of plot complexity. With about the same amount of dialogue and cut scene action as a "type 2" game, Zelda somehow manages to have nearly the same feel as a "type 1" game.
Players fill in the gaps with their own assumptions, because enough room is left for it, and the content that IS given is rich and relevant. Sometimes really story-involved games get caught up in their own complexity, creating tons of meaningless content as extra "flavor" that really just ends up being an annoying disctraction from the "meat" of the story. A lot of the later final fantasy games suffer from this effect (though they manage to be pretty darn good despite it).
*ramble ramble* okay, done.
02/08/2005 (2:49 pm)
Well, Carmack should be an expert on games with porn-movie quality backstories.Personally I tend to prefer a bit more coherent context than your average Quake/Doom style game, but it really depends on the level of immersion and suspension of disbelief you want. The question is, does the story add anything? Does it add context? If so, it just needs to be present enough to create an appropriate level of suspension of disbelief. If a game needs no context (like a puzzle game) then there is no point to having any story.
In many cases, a simple backstory can go a long way. Nintendo is a good example of well-used minimalistic story elements. Look at the vague, goofy story of the older games in the Mario series. As far as actual content goes, there isn't much there, but it adds to the whimsical quality of the world, and reinforces the archetypes of the characters within it.
The Zelda games have a much more involved story than Mario, with a lot more plot turns and dialogue, but they are still very light on it compared to, say, Final Fantasy... yet the gameplay is great, the worlds are delightful and memorable, and the overall experience is not really diminished by the lack of plot complexity. With about the same amount of dialogue and cut scene action as a "type 2" game, Zelda somehow manages to have nearly the same feel as a "type 1" game.
Players fill in the gaps with their own assumptions, because enough room is left for it, and the content that IS given is rich and relevant. Sometimes really story-involved games get caught up in their own complexity, creating tons of meaningless content as extra "flavor" that really just ends up being an annoying disctraction from the "meat" of the story. A lot of the later final fantasy games suffer from this effect (though they manage to be pretty darn good despite it).
*ramble ramble* okay, done.
#15
My favorite game to play is chess. It has been very popular for quite some time now. Amount of story. Zero.
I am not against story driven games. I just want to point out that just because it does not have a story does not make it less of a game, or even a casual game, and it certainly does not make it mindless. Some of the best games I have ever played (best being my opinion) did not really have much of a story at all.
02/08/2005 (3:00 pm)
Just wanted to add my thoughts.. mostly because I was noticing a story = good/ no story = mindless bubble popper kind of vibe.My favorite game to play is chess. It has been very popular for quite some time now. Amount of story. Zero.
I am not against story driven games. I just want to point out that just because it does not have a story does not make it less of a game, or even a casual game, and it certainly does not make it mindless. Some of the best games I have ever played (best being my opinion) did not really have much of a story at all.
#16
02/08/2005 (3:34 pm)
Most of what I would have wanted to say has already been said. Yes I like storylines a lot and like to have areason to blow people up (though doing such for no reason is fun also ;) ). I think maybe games should have skipable cinamatics where you would press start and the go to "Skip cinamatic" because I hate it when I accidentaly press A or X or something and skip it when I wanted to see it.
#17
I think Battle Chess succeeded because its animations help the player create a story in his/her mind; its clones fail because they focus just on combat.
02/08/2005 (5:52 pm)
Joe, I'm glad you brought up chess. Though it has no story, I find myself imagining one as I play. The pieces suggest the characters, the threats in the game suggests the mood, and the movement and captures suggest the plot. I think Battle Chess succeeded because its animations help the player create a story in his/her mind; its clones fail because they focus just on combat.
#18
Set up a framework and context for the player and the game to interactively construct their own story. This is EXACTLY what the Sims did, and we know how that one went.
02/08/2005 (6:06 pm)
I think that's the real trick to interactive storytelling.Set up a framework and context for the player and the game to interactively construct their own story. This is EXACTLY what the Sims did, and we know how that one went.
#19
I agree wholeheartedly. In my opinion, the games that can allow the player to fill in the blanks out of their imagination without the need for a lot of exposition are the best designed. The more work one has to do to contextualize the interaction, the weaker the design (in my opinion). I understand that this POV reflects my tastes in games and my leanings as a designer.
I understand that a certain amount of story and contextualization is necessary, but I prefer to try to set the tone with the art direction, the music, and the unfolding of the game rather than being 'told' the story. Being told a story while playing, for me, takes away from the interactive experience.. which to me, makes it less enjoyable.
02/08/2005 (6:25 pm)
@Louis, I agree wholeheartedly. In my opinion, the games that can allow the player to fill in the blanks out of their imagination without the need for a lot of exposition are the best designed. The more work one has to do to contextualize the interaction, the weaker the design (in my opinion). I understand that this POV reflects my tastes in games and my leanings as a designer.
I understand that a certain amount of story and contextualization is necessary, but I prefer to try to set the tone with the art direction, the music, and the unfolding of the game rather than being 'told' the story. Being told a story while playing, for me, takes away from the interactive experience.. which to me, makes it less enjoyable.
#20
02/08/2005 (6:53 pm)
Where do games like Planescape Torment fall? Involving RPGs with lots of dialogue are not playable movies (Torment has next to no cut scenes), nor are they Unreal Tournament, and they're not interactive fiction/text adventures either.
Chris Browning
Personally, to me a good game is one that can mix both 2. and 3. together, GTA is a fine example of this, you can just drop it whenever your bored of the main drag and start bouncing around doing as you please. It also feels like the games Rare have made could mix these together aswell, but to only some degree because the gameplay wasn't as 'open-ended'.
The most recent game I've skipped cutscenes with was KoToR 1, only on the obvious intros and pointless conversations, I HATE missing the story...or someone telling me about it.