@nightriff said:
@oldirtybearon said:
@nightriff said:
Haven't played the game but YES because all AC games have terrible stories.
This is factually incorrect.
Too each their own but I have beaten most of the AC games and not once have I enjoyed the story. The are games based on moments for me but by the end I'm disappointed. I doubt I'm the only one who feels this way.
I understand where you're coming from; I was so incredibly disappointed with the way AC3 wrapped up the "real world" story that I swore off the franchise all together. Yet I don't think my disappointment colours the impression/experience I got from playing through Ezio's and Connor's life long adventures. I thought those were well written, well realized, and well paced narratives that honed in on central themes and never let go. I can understand not enjoying the "modern day" stuff because that has a heavy conspiracy theory bent and not everyone enjoys that, but for me a good conspiracy theory is like crack.
The thing is that I'm mostly wondering what constitutes a "good story" to some people. I hear people say this a lot (X has terrible story), but they never really expand upon why.
I have not played Unity, so I can't comment specifically on that game, but I think the common element of "good" stories is that they take their time to establish and develop their worlds and characters. I guess the formula is doing > showing > telling. Because players tend to experience the story vicariously through their character, stories work the best when they allow the play to actively participate in them (i.e. doing). Barring that, a cutscene (showing) is generally better to establish characters and gameplay than audio logs or just straight dialogue describing events (telling). A good example is comparing the way AC2 handled Ezio and Leonardo (which was good) vs. how AC3 handled Connor and Washington (which was poor).
In AC2, you first meet Leonardo during a tutorial mission that has you carrying a bunch of his pictures for Ezio's mother. Admittedly, you aren't doing much, but the mission serves a few purposes. First, is gives you insight into both Leonardo and Ezio as characters - Leonardo is really passionate about science and the arts and changing the world while Ezio just wants to get back to chasing skirts. Second, it establishes that they know each other so that when you need to go back to have Ezio's hidden blade fixed, it isn't completely out of the blue that you'd go to Leonardo to have the work done. By the time the game gets to the halfway point, there's been enough interaction that it feels completely natural that the two would be lifelong friends. As a player, you're equally invested in that relationship, so when Leonardo gets really excited about his flying machine, it's hard not to smile a bit.
Compare that to Connor and Washington in AC3. Instead of having any sort of gameplay or cutscenes to establish the relationship between the characters, the game opts to fade out during the signing of the Declaration of Independence, and then fade back in a couple of years later where, magically, Connor and Washington now know each other. Although that method had the advantage of getting the player back to the action more quickly than a cutscene might have, it completely failed in giving the player any investment in the relationship between the two characters. I'm being told that they've worked together and are friends, but I don't have anything to back that up beyond what the game is choosing to tell me. This creates several problems that could have been avoided if the game had chosen to develop that relationship via gameplay or a more comprehensive cutscene:
First, what am I even doing at Valley Forge in the first place? Have I been a hitman for Washington? A spy, what? The game hasn't provided me with any context beyond an objective marker telling me to "talk to Washington." I'm left to infer what has happened, which is inherently less satisfying than actually doing it. Second, the lack of time spent developing the relationship between Connor and Washington means that it falls flat for the player. Subsequent revelations, like how Washington ordered the attack on Connor's village, therefore lack the impact they should. Sure, Connor can be pissed, but because I don't feel any particular affinity for Washington as a player, I just sort of shrug my shoulders and move on. Had the game taken the time to have you get to know him as well as Connor apparently does, it might have been a more impactful moment.
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