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Re: Thoughts Collected | |
Posted By: Leisandir <joecooperstein@hotmail.com> | Date: 6/22/12 8:08 a.m. |
In Response To: Thoughts Collected (Cody Miller) : I will collect my arguments here so the discussion can continue. : Interactive storytelling has to be evaluated as a game mechanic, not as a
: HP will understand the differences between meaningful choices, and non
: Meaningful choices are choices that matter. If your game has 100 guns, but
: The more meaningful choices the video game has, the more complex,
: Now, the choice in interactive narratives must also be meaningful, since it
: Now you should be able to see why interactive storytelling must give up on
: You can limit player choice as HP suggests, but then your work has less
: You HAVE to evaluate this as a game mechanic, since this is the interaction
: I bring up Deus Ex, because it treats player interaction as a mechanic. It's
: The moment you give the player a meaningful choice, you give up your claim as
: I agree with everyone here that it can be REALLY FUN to choose how a story
It's been said that an experience is incomplete until it is shared. That means that when you watch a play, it isn't done until you've told someone about the experience. The story isn't over until you've discussed it with someone. When each player has a unique experience with a game because of the choices made, that doesn't weaken the story and that doesn't cheapen what the developer has done. When a developer creates the conditions for unique stories to arise from multiple playthroughs, that's amazing work on their part. When those players share their unique stories with one another and discuss how their decisions impacted their game, the experience becomes complete. It is a collaberation between the player and the developer, and that's what makes the stories told by videogames unlike those told by any other medium - because they require participation on the part of the player. You may say that if a player is allowed to make meaningful decisions, he will choose the "wrong" ones because he is a player and not the character? I have two responses to that. First of all, when making a game like what we're describing, there can be no "wrong" choices. There can only be choices, and the developer has to account for each possible path the player may take. Second, even in modern games, when I'm playing (and I can't assume I'm the only one who does this), I consider things from my character's perspective. I hate when I'm forced to metagame in Skyrim - when I have to look at the map to locate my objective, because the character who gave me the quest didn't tell me anything about what I'm looking for. I play with objective markers off and I don't fast travel because those things take me out of the experience. I know Mass Effect has been brought up, and it is by no means a perfect example - its flaws are many, and I acknowledge that - but it's the first real step in the right direction, as far as I'm concerned. Yes, the ending pretty much ignores everything up to that point, but getting there, a lot of what you do matters. My wife and I talked for quite a while about why each Shepard chose what she chose - why I saved Garrus' former squad-mate and she let him die, why mine focused on the mission and why hers stuck with Liara for all three games. Ultimately, up to the last ten minutes, our experiences with the game were very different, and we both had different stories to share in completing the experience.
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