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Started by: Lgolos | Replies: 158,197 | Views: 12,277,685 | Sticky

Mark XD
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Jan 4, 2016 1:42 PM #1428308
i enjoy games because of multiplayer and online, its fun when i get to test my skill against others, i don't like the computer/campaign modes much.
Vorpal
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Jan 4, 2016 7:11 PM #1428339
Quote from Mark XD
i enjoy games because of multiplayer and online, its fun when i get to test my skill against others, i don't like the computer/campaign modes much.

I'm the same way when it comes to heroes of the storm.
Raptor
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Jan 4, 2016 7:29 PM #1428342
I do think certain types of stories are probably conveyed better through literary form than visual form (and vice versa), or at least better at conveying a certain idea or emotion. For example, I don't think you could really translate the appeal of martial arts movies in book form, and I don't think that books like Slaughterhouse Five would really be that great on screen (Cloud Atlas being another example except that a movie does exist and I don't think it was converted from book to screen very well). Thus, when crafting a story, I believe a bit of objectivity exists to some extent when choosing a best fit in regards to the medium.
Kodoku
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Jan 5, 2016 1:28 AM #1428407
Have you ever noticed that most of games are actually movies?
Think about it. Your actions make no difference.
You lose?
Oh, checkpoint, start again until you get it right and the story can go on.
To me, a vast majority of videogames are an animated movie where the play button is a complex combination of different buttons (↑ ↓ → ← ▲ X). The combination of those buttons may vary, but the ending result is the same: the story just keeps going.
I'd love to see a game where if you win or lose a battle, makes a difference on it, having a lot of differents endings. I know it would be expensive, or it would take a lot of more work, but that would make the game re-playable. After your first try, you could decide where to win or where to lose to see where it takes you.
The only games where your actions make a difference on the final result are multiplayer shooters (counter strike, for example), but there's no story. Or there is, but it comes down to Terrorist wins or Counter-terrorist wins.

Maybe there are games like the ideal kind of games I'm talking about, and perhaps I haven't found any of them because I'm not such a huge gamer. Of course it's fun to see what Kratos can do by pressing different buttons, but then that would mean that the enjoyment of a game is on the gameplay, so the story now becomes irrelevant.
Oh, but a game without story is just pointless! I play videogames because I can be part of the story that way!
Well, you aren't really part of the story if your actions make no difference. You could just watch a movie, where the only button you press is the Play button, and there, the story goes lineal, just like a videogame where you MUST win so the story can keep going, and if you lose you either retry or start all over again.
Most games don't bifurcate.
There are books that does. The choose your own adventure type, where while you read, you can make choices.
My opinion over things (Click to Show)


On a whole different topic, I found an animators group from my country on Facebook.
Over 3300 members.
All I see is crap.
What the hell?
Vorpal
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Jan 5, 2016 1:53 AM #1428417
That's why competitive gaming is my guilty pleasure.

Victory and defeat are based on merit. *Or they're supposed to be*

Your reward for gaining skill is to experience a higher level of game play.
Xate
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Jan 5, 2016 2:28 AM #1428431
Well, I once read that "The message is the medium"

Games, in general, are expected to have either challenge, or interactivity. Sure, the events may not change, but the pacing is yours to decide. You can choose to binge, or cut it into several small sections. You can prioritize the main quest, or the side quests. Even if two people play the same game's campaign, they can have vastly different experience (one's a pro, one's a noob; one's an achievement whore, one's a chill stroller)

Heck, look at Let's Players. With their unique spin and presentation, they gave the game a whole new feel, or even change the genre to the viewers (Amnesia, from horror to comedy, anyone?)
Kodoku
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Jan 5, 2016 5:15 AM #1428448
Quote from Xate
Well, I once read that "The message is the medium"

Games, in general, are expected to have either challenge, or interactivity. Sure, the events may not change, but the pacing is yours to decide. You can choose to binge, or cut it into several small sections. You can prioritize the main quest, or the side quests. Even if two people play the same game's campaign, they can have vastly different experience (one's a pro, one's a noob; one's an achievement whore, one's a chill stroller)

Heck, look at Let's Players. With their unique spin and presentation, they gave the game a whole new feel, or even change the genre to the viewers (Amnesia, from horror to comedy, anyone?)


Yeah but you see how they only give you very small pieces to choice? It's like picking the colour of a flower on a whole field.
Yes, you picked it, of course, that's your influence on the field, but the field itself is the same.

My ideal tipe of game would be the kind of game where the main character can die. He can stop being the hero if you make him die, and the hero role would pass to someone else. The whole story could change. Imagine a shooter where you're about to assault a terrorist base to rescue some politic figure. The objetive of the game is to rescue him/her and take down the head of the kidnap, but then you die by hands of one of the terrorist boss' bigger underlings, and due the downs on the team, the leader decides to backdown and escape. Now one of your closest friends on your whole life, after seeing how you got killed, decides to avenge you, and starts looking for that underling that killed you last time. Now you control that guy. And the story changes.
Xate
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Jan 5, 2016 6:16 AM #1428461
Quote from Kodoku
Yeah but you see how they only give you very small pieces to choice? It's like picking the colour of a flower on a whole field.
Yes, you picked it, of course, that's your influence on the field, but the field itself is the same.

My ideal tipe of game would be the kind of game where the main character can die. He can stop being the hero if you make him die, and the hero role would pass to someone else. The whole story could change. Imagine a shooter where you're about to assault a terrorist base to rescue some politic figure. The objetive of the game is to rescue him/her and take down the head of the kidnap, but then you die by hands of one of the terrorist boss' bigger underlings, and due the downs on the team, the leader decides to backdown and escape. Now one of your closest friends on your whole life, after seeing how you got killed, decides to avenge you, and starts looking for that underling that killed you last time. Now you control that guy. And the story changes.

*looks at X-Com
You can craft your personal narrative like that by naming your individual soldiers. Even Oregon Trail. Heck, roguelikes allow you to create your personal narrative.

And you probably never heard of tabletop gaming.
ErrorBlender
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Jan 5, 2016 6:17 AM #1428463
Quote from Kodoku
Yeah but you see how they only give you very small pieces to choice? It's like picking the colour of a flower on a whole field.
Yes, you picked it, of course, that's your influence on the field, but the field itself is the same.

My ideal tipe of game would be the kind of game where the main character can die. He can stop being the hero if you make him die, and the hero role would pass to someone else. The whole story could change. Imagine a shooter where you're about to assault a terrorist base to rescue some politic figure. The objetive of the game is to rescue him/her and take down the head of the kidnap, but then you die by hands of one of the terrorist boss' bigger underlings, and due the downs on the team, the leader decides to backdown and escape. Now one of your closest friends on your whole life, after seeing how you got killed, decides to avenge you, and starts looking for that underling that killed you last time. Now you control that guy. And the story changes.


Try DnD and be amazed at how many choices you have as you play.
Kodoku
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Jan 5, 2016 6:24 AM #1428468
Quote from Xate
*looks at X-Com
You can craft your personal narrative like that by naming your individual soldiers. Even Oregon Trail. Heck, roguelikes allow you to create your personal narrative.

And you probably never heard of tabletop gaming.


That's the thing, you have to do it yourself.
I thought this whole thing was about how entertainment companies sell us their stories...
Vorpal
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Jan 5, 2016 6:35 AM #1428473
Quote from ErrorBlender
Try DnD and be amazed at how many choices you have as you play.

This guy gets it.
Xate
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Jan 5, 2016 6:59 AM #1428476
Quote from Kodoku
That's the thing, you have to do it yourself.
I thought this whole thing was about how entertainment companies sell us their stories...

Their story? They gave you a story. And you demanded more.

The only one who can satisfy you is you. So yeah.

As for DnD, well, the Game Master is the one doing it. But really, if you want memorable tales, go DnD
ErrorBlender
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Jan 5, 2016 7:01 AM #1428477
Here are perfect examples on how DnD is more expansive and free to choose:

[spoiler=]Image[/spoiler]
[spoiler=]Image[/spoiler]
Kodoku
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Jan 5, 2016 7:05 AM #1428481
Quote from Xate
Their story? They gave you a story. And you demanded more.

The only one who can satisfy you is you. So yeah.


Uh...
What?
Well, yeah. From the beginning I said that videogames shouldn't be, in my opinion, just a movie with a complex Play button.
And what I meant before is that there's no point on buying a videogame if you're gonna write the story. That's like buying a 600 pages book with only blank sheets and a pencil.

DnD? We were talking about VIDEOgames.
How can you even compare?
ErrorBlender
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Jan 5, 2016 7:14 AM #1428483
Problem is, you're trying to find a game that is so open that it should encompass a lot of paths. Taking your example from before:

What if the character dies before that? Or after the mission? Would it activate another path for the game to follow? If your replacement dies, does another hero-character takes his place with his own vendetta?
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