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Re: Cody Miller: No story in my entertainment plea | |
Posted By: Kermit <kermi7@mac.com> | Date: 6/20/12 8:47 a.m. |
In Response To: Re: Cody Miller: No story in my entertainment plea (Cody Miller) : I would simply offer that they are bad storytellers. : If they cannot commit to and ending they like, then they simply don't have a
: If you are referring to director's cuts and the like, then it should be
Yes, but some find it more satisfying to believe that he is not. And at least Ridley Scott doesn't try to pull a Lucas and not let people have that. I understand, from a writer's standpoint, your insistence on the primacy of the author's intent, and that every telling detail counts toward an inevitable and intended conclusion. Yet, a game does not have to be a poem, or a minimalist Raymond Carver story, where every syllable can and often does carry the weight of the whole's meaning. A novel can be what Henry James called a "loose baggy monster," one in which a variety of themes may be explored, and every detail may not serve to dramatize but to provide verisimilitude, to present a world, to recreate the flavor of life. Can't a game work the same way? Within this broader and looser framework, why can't player choice be accounted for? I'm not saying it's easy to pull off, or not extremely difficult to pull off well, but I refuse to be so doctrinaire about what is possible. I can foresee where something like an AI works not just on moving NPCs around, but works on the thematic level, too. Accounting for player choices, different events can be triggered that are a response to the kinds of choices the player has made, and, in this way, the choices of the player have helped to make one particular theme predominant. It's not that everything that has happened no longer counts, it's that everything that has happened now means something different than it may have meant before. It requires, from game developers, a kind of anticipatory collaboration with players to write the narrative. I grant that for the creators, this is akin to playing 3-D chess, but for me, the narrative possibilities of gaming are what makes gaming an exciting art form. I agree with you on many of your rules, truly. People learning the storytelling craft need to learn these rules and internalize them, but you reach a point where you intuitively know why they're there and you know when you can ignore them. I remember a creative writing teaching telling us to never write a story that is actually a dream. Then I read Delmore Schwartz' "In Dreams Begin Responsibilities." Wow. I don't think gaming has matured or stopped becoming what it can be. As you said the other day, sometimes "there are no rules." I find your views of what gaming can be limiting.
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