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Re: Cody Miller: No story in my entertainment plea | |
Posted By: mnemesis <mnemesis@bungie.org> | Date: 6/18/12 5:33 p.m. |
In Response To: Re: Cody Miller: No story in my entertainment plea (Cody Miller) : Did you read my posts?! : Event A happens, and this affects the main character in a certain way. Choice
: That's why every one of those choose your own adventures are shitty. I think that it's possible to construct a compelling story, not just in a single dramatic narrative line, but rather a whole interconnected web of compelling 'story' that can be experienced in different order, through different viewpoints, and via different characters and settings. You've mentioned in the past how books and films have a much more efficient method of presenting a story to the audience, and you're right, but that's because they're primarily telling a linear story. The classic, "Action, Background, Conflict, Development, End" structure. A book or movie can only flow from beginning to end, after all. I think this is kind of the 'holy grail' of video game story design: to create a dramatic environment that has different story lines intersecting throughout, and create game dynamics/mechanics to allow the player to complete the overall goals of the game while experiencing their own personalized piece of the larger possible narrative. This kind of storytelling isn't really possible through films or books, and is, I think, the thing that the "video games as the hot new storytelling vehicle' crowd is looking for. Whether anyone will be really successful at it remains to be seen.
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