@geraltitude said:
@slag: I like this too. It reminds me of playing games like Dragon Age and Mass Effect and wishing that instead of NPCs telling me their life stories I would somehow go into their lives and play a 5-10 minute slice. Obviously a lot of work but yeah, I like the idea of playing through the past or memories a lot.
Yeah that’s a mechanic I think games can do well that other mediums can’t nearly as well. That is one reason I like it so much. It’s something I think people appreciated about Brothers, was that you weren’t just watching the events unfold, you also "felt" parts of the story through the controls.
I do admit I actually really liked that character building through conversation in Dragon Age (Mass Effect is criminally on my backlog). I think there is sometimes a tendency in video games to over-explain and show everything. Sometimes less is more, A little mystery helps keeps me engaged more with the fiction. It's one thing to hear a story, it's another to try and figure if it's true or not. Plus if you are trying to tell a story in a game that would feel like you would be experiencing it yourself (something games can offer that movies can’t), then finding out past details through conversation is way that is very similar to real life.
Then you are in the same situation as the player character is, e.g. early on you don't know if Leliana is being truthful about her background . And when you find contradictory or supporting evidence it resonates the way it would if you had found that out about one of your own friends.
Like a lot of things there’s a time and place for it. I'm sure if I were making a game I'd want to show the player the whole I'd created, even if they maybe isn't always the best thing for a story.
@geraltitude said:
Waaaaaiiit. Wait wait wait. Hold on. King Kong? You need to come back and explain this dude. What was the environmental storytelling like?
Yeah the Ubisoft one based off the Peter Jackson Movie.Bear with me here it's been a very long time since I played it so some of the details are fuzzy.
Well first keep in mind King Kong the Movie itself did have not a particularly great or deep story. So I didn't want to give an impression that the story itself was amazing.
However I thought the game did a pretty good job conveying what was there particularly at making the pace of the events feel desperate , by today's standards it's probably nothing special, but by late Ps2/Gamecube era console standards it was pretty rad. Pacing I imagine must be really tough to do in games, because you never know when a player will get stuck, breaking the rhythm of the story for that player. King Kong's solution seemed to be to make the game easy to better service the pacing.
What the game did incredibly well was immersion. There was no HUD, ammunition was incredibly scarce reflecting conditions that would make sense for an undiscovered island. When Jack needed ammo he would yell silly things (5 rounds left!) or you could check what you had left manually with a button press, a little goofy but it worked well enough. There were basically no cutscenes, but a ton of scripted events. Stuff was constantly happening around you. The way the game handled It was the scripting often seemed to restricted you to being in a boat in a river with strong current (or across a valley etc), so you kind of watched these things happening on the shoreline that you couldn't intercede in. It felt a bit like a Disneyland ride at time
And to give the player a bit more perspective on the unfolding plot, it switched back and forth between Kong and Jack's perspectives, forcing you to play as one or the other through various parts of the movie. They had wildly different playstyles. Jack was a pretty run of the mill FPS, Kongs was third person brawler kind of like an Giant Ape version of God Of War
Not a lot of characterization, but a fun thrillride wise plot wise. A lot of this is old hat today, but 9-10 years ago on a console game? It felt a bit Revelatory to a non-PC gamer.
Peter Jackson's heavy involvement in the game really helped, the fidelity to the movie was incredible in a way that’s much more common today. It is probably one of the better game adaptions of a movie ever (I can’t think of any better off the top of my head). It's just too bad the source material was so mediocre. If it was a better story, I think it would have gotten more notice.
@geraltitude said:
@slag said :I didn't mind because I wanted to know more about Rapture, but they did feel a little contrived.
@geraltitude said:
So I italicized that line because I feel that it's the most important part of this whole audiolog debate. Straight up - if a world is interesting to you, you will devour its story anyway the developer can deliver it. In the first BioShock I would stop to read every piece of writing on every wall, every signpost. I just wanted more, and getting an audiolog was exciting, like seeing those ghosts. Ultimately most gameworlds are not this interesting to most players.
I totally agree that Rapture is one of the better gameworlds ever created, especially in recent memory. Like you man I hunted down all those details. The libertarian/Atlas Shrugged angle was a brilliant foundational aspect to the mythos.
I do disagree about the wanting to know more being the most important part of the debate though and perhaps should have explained my play style. To me I think the most important aspect of the debate is whether or not these tools are being used effectively or being used in situations where they are the most appropriate story telling tool to use for a given scene or story.
Maybe it's just a perspective unique to me, since I'm the type who loves world building and seeks it out in every game regardless of my perception of the game's quality. I'm the kind of guy who shoots for an S-rank, reads every log, listens to every audio log, looks at silly things like the architecture, flora and fauna of level, watches every cutscene, lets every eavesdropped conversation play out till the very end, will replay parts to see how the story will unfold from every outcome, will replay it on harder difficulties for a new ending, and then when I'm done read all the game wikis etc about the game. So I'm a nut, a definite outlier as I will happily consume these regardless of quality.
e.g. Final Fantasy Xiii relied heavily on datalogs for its’ world building extremely to the game’s detriment imho. I have no problem with text, searching for it or reading it. A lot of the best older games had no other tools and they worked just fine. But it doesn’t mean it’s a good idea to make the context of certain major plot intelligible only through diligently checking the datalog submenu of the pause menu.
Like a lot of tools, it all comes down to how they are used.
@geraltitude said:
You're right about how nonsensical it is. I mean, the audiologs are massive. Like 1 foot by 1 foot almost. Who would carry that around? And each one only holds one tape? But we're talking about a game where you eat Hotdogs and Ice Cream you find in garbage cans so... suspension of disbelief I guess? There's something a little arcade about BioShock that makes all that stuff seem OK to me.
You know honestly the look and size of them didn’t bother me. Because video games. There does have to be some allowance for world breaking things just to keep things mechanically fun (like your hotdog health pickup in trash cans). I could have just used an in fiction reason for why everyone was recording themselves and why these things ended up all over the place. It didn’t have to be a particularly good reason, but a reason would have helped especially in a game talking about fairly adult things. I would have believed it, it just seemed like recording these things would have been out of character for some of the principals. That’s where the suspension of disbelief broke down some for me.
In a game that wasn't so self serious, it wouldn't have been as noticeable to me.
@geraltitude said:
Oh man. That Andrew Ryan moment. The amazing thing about BioShock that Infinite lost was that all of your interactions (few as they were) with other humans were so tense in BioShock. Cohen dancing in the apartment comes to mind. Infinite also does commit the crime of having incredibly important information in the audiologs. It would have been amazing if instead of audiologs you ran into survivors in Rapture you could speak to very briefly, but that may have ruined the feeling of being pretty much on your own in a nightmarish place.
Yes! The Cohen stuff was gold!
Re:survivors- yeah I think you're right. More survivors would not have helped in this instance. I actually liked the Ghost scripted event mechanic they used (that you mentioned earlier). In an odd way it seemed more believable to me than the audio logs, because they generally were tied to a very specific location.
some of the audio logs were too, but some weren't.
@geraltitude said:
This is what I liked about the MGS codec (sad it's gone). I know people got annoyed with the Gears of War Slow-Down-And-Talk (and I did too) but I appreciated that it allowed me to see Marcus closer, see him talk. If only there had been a projection of the person on the other end of the line like in Dead Space - which I'm surprised I haven't mentioned until know. Because that game did audio and videologs and npc conversations really well as I remember.
Yeah I hear you, I loved the codec. That was easily my favorite part of MSG2:SoL. The nice thing about it vs the audio logs was that the codec worked so well with the fiction. There was no dissonance there, You could see why Snake needed it and would use it. and you could more or less consume as much or as little of it as you wanted without it seeming out of character for any involved.
Of course the downside is that it more or less is a cutscene device since it does take you out of the gameplay screen even if that choice to do so is primarily the player’s.
Never played Gears but I could see how that mechanic might be grating. Dead Space I still need to play, sounds like I should bump it up the list.
@geraltitude said:
Thanks for reading! :D
Same man thanks for humoring a gamer, always appreciate hearing your perspective on things.
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