HBK619
Brownlow Medallist
- Dec 5, 2006
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YES! It's back, not in pog form, but thread form again! It's a revolution I tells ya!
So this months topic is something that came up a few months ago amongst the general gaming press. Spurred on mainly from comments by the always volatile David Jaffe, creator of the God of War and Twisted Metal franchises. David's basic outline on game development was that games shouldn't really attempt to tell a story and focus on the game mechanics instead because gaming isn't a medium fit enough to tell a truly deep and meaningful story. From what I can read between the lines on Jaffe's comments, he's basically saying that game mechanics will almost always inevitably get in the way of whatever story you're trying to tell, or by focussing more on telling a story you're naturally not going to have as strong a game mechanics as you could if you put all or the strong majority of time into those mechanics.
David Cage, the man behind heavy story focusses games such as Indigo Prophecy and Heavy Rain had a different outlook on the subject. His was something that clearly shows through in his games. It was that if you focus on making your mechanics unique and interesting enough, the actual physically strong nature of the mechanics could be overlooked somewhat if you're still telling a really heartfelt/strong/emotional/deep/etc. type of story.
Back in February, a game released on Steam that sort of sparked the whole story focus in game argument in many aspects. This game, was Dear Esther. Having played through the game ($10 on Steam, well worth the experience) I can say that if this is how story focuses in games want to go, then I am backing it with everything I've got.
Dear Esther basically consists of you walking around an island for around about an hour and a half to two hours. Intermittently you'll hear voice over from a mysterious persons seeming diary. The only pure game function you get is the ability to turn on a torch (that you lose about halfway through). There's no guns, no puzzles, no enemies, no jump button, no nothing basically. All you do is walk around an island and get minor clues to what might have happened in the preceding hours, days, months, years. It's pure story and pure atmosphere. It wasn't about precision, or being the best. It was all about soaking in what the game was presenting to you while listening to the tragic tale that was being told as you got to certain spots on the island.
So after all that exposition, the basic question being asked is how much do you take story into the equation when either buying or loving your games? Do you need a good and/or deep story in order to enjoy a single player story game? Would you take a game with a really good story if the mechanics of the game don't really match the standards of the story? Or do you rather a game that plays as strong as it can with as basic and cliched a story instead?
Can you find examples where story is the more blatant focus over gameplay? Or vice versa?
PREVIOUSLY ASKED QUESTIONS OF THE MONTH:
Are Boss Fights Necessary?
Is DLC a Good thing or a Bad thing?
So this months topic is something that came up a few months ago amongst the general gaming press. Spurred on mainly from comments by the always volatile David Jaffe, creator of the God of War and Twisted Metal franchises. David's basic outline on game development was that games shouldn't really attempt to tell a story and focus on the game mechanics instead because gaming isn't a medium fit enough to tell a truly deep and meaningful story. From what I can read between the lines on Jaffe's comments, he's basically saying that game mechanics will almost always inevitably get in the way of whatever story you're trying to tell, or by focussing more on telling a story you're naturally not going to have as strong a game mechanics as you could if you put all or the strong majority of time into those mechanics.
David Cage, the man behind heavy story focusses games such as Indigo Prophecy and Heavy Rain had a different outlook on the subject. His was something that clearly shows through in his games. It was that if you focus on making your mechanics unique and interesting enough, the actual physically strong nature of the mechanics could be overlooked somewhat if you're still telling a really heartfelt/strong/emotional/deep/etc. type of story.
Back in February, a game released on Steam that sort of sparked the whole story focus in game argument in many aspects. This game, was Dear Esther. Having played through the game ($10 on Steam, well worth the experience) I can say that if this is how story focuses in games want to go, then I am backing it with everything I've got.
Dear Esther basically consists of you walking around an island for around about an hour and a half to two hours. Intermittently you'll hear voice over from a mysterious persons seeming diary. The only pure game function you get is the ability to turn on a torch (that you lose about halfway through). There's no guns, no puzzles, no enemies, no jump button, no nothing basically. All you do is walk around an island and get minor clues to what might have happened in the preceding hours, days, months, years. It's pure story and pure atmosphere. It wasn't about precision, or being the best. It was all about soaking in what the game was presenting to you while listening to the tragic tale that was being told as you got to certain spots on the island.
So after all that exposition, the basic question being asked is how much do you take story into the equation when either buying or loving your games? Do you need a good and/or deep story in order to enjoy a single player story game? Would you take a game with a really good story if the mechanics of the game don't really match the standards of the story? Or do you rather a game that plays as strong as it can with as basic and cliched a story instead?
Can you find examples where story is the more blatant focus over gameplay? Or vice versa?
PREVIOUSLY ASKED QUESTIONS OF THE MONTH:
Are Boss Fights Necessary?
Is DLC a Good thing or a Bad thing?