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Dizazter

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The over-hyped importance of "the Story" in video games

 

I’ve noticed more and more over the years that gamers and some reviewers seem to judge the worth of a game based on “the story”. For some reason, I think the story because a simple thing for people to focus on. But I’m of the opinion that story is not what video games are about, they’re about the gameplay. Story is secondary. And it’s fair to say that different gamers play different games for different reasons. But – if you’re only playing a game for the story, I think you’re missing the point.

An example:

Game A has absolutely amazing gameplay, but the story is terrible. Game A is still enjoyable.

Game B has terrible gameplay, but an absolutely amazing story. Game B is a nightmare to play.

See? Story can “add” to the fun of gameplay, but it is no replacement, yet a game can still be fun in spite of a terrible story IF the gameplay is good enough. As games focus more and more on story, what seems to happen is that they’re competing with movies. Which to me, leaves video games horribly outgunned. Movies will always have much better stories, acting and cinematography, because they don’t have to be concerned with gameplay, and everything is pre-rendered. So to me, if a great story is what you’re looking for, you need to go see a great movie, actually much better yet, read a good book.

Here’s a good analogy: race cars. It is like saying your main thing you like about a good race car is how it looks. YES – many race cars are gorgeous looking, and that’s great and all. But they are designed to go fast and handle corners, looking pretty is secondary. If what you care about most is how it looks, there’s no point in spending hundreds of thousands or even millions on engineering to make it go insanely fast, and have great handling. You can just go get yourself a scale model of a prettier car. But saying that the focus of the race car should be it’s looks, will make it lose races. Everyone likes seeing a gorgeous race car win, but does anyone care about the amazingly gorgeous race care that game in 12?

One big factor for me about how fun a game is, is its replayability. And let’s be honest, if story is the main thing, how many times are you gonna want to go through the same story? I’m not saying it impossible, there’s certainly movies I’ve seen half a dozen times. But 40+ hour games? Not something I’d see myself doing multiple times to relive a story I already know what is gonna happen.

Look at classic games. The stories are non-existent or laughable. Pac man? Donkey Kong? Pit Fall? Any story for these games could be described in probably 2 sentences max. Did that make them bad games? Nope – they had great gameplay and were highly replayable.

And I think the problem is, that for video games, we need to not focus on “the story”, instead focus on “the experience”, which in fact, is the story that is unique to each gamer who plays the game. Video games are an interactive media, focusing on a linear story takes away from that. And this coming up with 20 different endings is a band aid measure, slapped on at the end when you realize, oh crap, everyone who plays this has the exact same experience, why in the hell would anyone play this more than once? Problem solved!!!: Multiple endings!!! (+100 to *weak*)

Something else besides gameplay I feel is more important than the story: environment. The actual game world you’re in. To me, if it is a pointless, boring, rehashed, cookie-cutter looking place, where I really don’t give a crap about what is around the next corner, it doesn’t matter how good the story is. But an amazing environment, which is exciting to explore, can really compensate for a bad/nonexistent story. This is where games prevail over movies. Movies don’t really have an environment, they have a set, which is recorded once, and never changes. Video games however, can have an interactive, exploreable, changing environment. The success of minecraft is a good example of this.

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Clonedzero

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Edited By Clonedzero

bad stories can ruin great gameplay.

good stories can make you enjoy bad gameplay.

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LikeaSsur

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Edited By LikeaSsur

I wonder if you've ever played Nier. It completely invalidates your "Game A is fun, Game B is not" analogy. Of course, this may not apply to you, because I get the feeling you don't like any kind of story in your game, you just want fun gameplay. Thankfully, there's still a lot of that around, so go for it. But don't tell us that the importance of a story is over-hyped, because it's not. I only mentioned Nier, but I'm sure there's dozens of games that have mediocre gameplay and fantastic stories.

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GERALTITUDE

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Edited By GERALTITUDE

Games aren't made up of neat little categories like gameplay and story and graphics any more, so to choose one and say "This always matters more" is kind of bananas. This becomes truer every year, which is also why you're seeing more complaining about bad stories every year.

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Gargantuan

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Edited By Gargantuan

Dude, thread is 19 months old.

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khaooohs

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Edited By khaooohs

do you think baldur's gate I and II would be considered the best RPG or one of the best RPG just based on the gameplay?, the same question with Final fantasy VII, what about fallout series?, planetscape torment?..., anyways everything changes and sometimes those changes are not good, kids nowadays are focused on good graphics and good effects, lot of action...blah blah blah, but a lot of new games are pretty much empty...well it all depends on the genre, but even then still the plot of the game makes you like it or not...i.e. FPS half life series, in the other hand you have Painkiller wich gameplay is pretty fun, but there's nothing more than clear the stage and go to the other...anyway it's all a matter of taste, in my opinion I can say the old games had something new don't and it's the power keep you playing them because you want to know what's going to happen later...

sorry for my bad english

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QuistisTrepe

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Edited By QuistisTrepe

Games are meant to be playable, a good, well written plot is merely a bonus. RPGs should not get a pass on this. I don't care if it is the greatest video game plot ever concocted, if the gameplay blows, then there is just no point.  When plot starts interfering with gameplay, then you have a real clusterfuck (Halo 2 comes to mind here).

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Dizazter

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Edited By Dizazter
@haggis said:
 Again, that's beside the point. Their ubiquitousness was never a part of the argument. You claimed the idea was new. I demonstrated it's not. You agree. You could at least concede the point, but instead you stubbornly claim you never made the argument in the first place, when in this case you very clearly did.
Yes brother we're clearly operating on very different frequencies here. I'm looking to discuss things that make up and effect the forest as a whole, and possibly take something away from other people's ideas, and you're looking to argue about individual trees, take my irrelevant misquote on how many insects are on that tree, prove me wrong (even though I've admitted it and corrected myself), and get me to concede that I was wrong, when I never cared about how many insects there were, nor was it ever important part of my original discussion. I fully admit  when I've misspoke, or not communicated something in the best way. Clearly you see that quality as more of a liability than an asset. Did you not notice that I have no interest in getting you to concede points? One of us is looking to score points, and one of us isn't. So unfortunately there is no point in continuing, as we have incompatible agendas.  
 
Anyhow, best of luck on your writing career.
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HandsomeDead

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Edited By HandsomeDead

If you remove stories from games, you're literally repeating the exact same process over and over again.

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haggis

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Edited By haggis
@Dizazter said: "Cool. Yeah, again, my point was never to say "the idea" was new, just the popularity and  ubiquitousness is what is new. Those types of shows in the 60s, 70s, and 80s were by far the exception, not the rule."'
 
No, you pretty clearly said that the concept of TV shows with overarching plots was "relatively new" except in the case of soap operas. Those are your words. It becomes frustrating when you keep moving the goalposts. Those types of TV shows even now are more the exception than the rule. Again, that's beside the point. Their ubiquitousness was never a part of the argument. You claimed the idea was new. I demonstrated it's not. You agree. You could at least concede the point, but instead you stubbornly claim you never made the argument in the first place, when in this case you very clearly did.
 
"I don't see how it's conceding the point to say "from start to finish" vs "in a reasonable amount of time" to me they're independent concepts and I'm saying both, not one or the other. I think you're still wresting with "in one sitting" idea."
 
I'm wrestling with this idea, because it was your point. You specifically claimed games were more like movies (a claim and comparison I never made) because you absorb them in one sitting (like a two hour movie) rather than in pieces. This is why we're having this entire conversation! Because you brought up movies, and I said they were more analogous to TV shows. Now you're claiming you never said this, but you actually did. And again, you seem to concede the point, but then you claim you're not.
 
"I again just plain disagree. This description does not sound at all like an episode of a TV show to me. It sounds like something specifically from a video game." 
 
I'm a writer by trade. The description I offered you is every single narrative ever written, spoken, sung or drawn. Books. Novels. Television shows. Individual missions in a game. They're all narratives. They have a beginning, middle and end. Characters and dialog and conflict. It does sound like something from a video game because video games are narratives. And it's why (way back at the beginning) I said that Minecraft isn't really a video game, but a toy. It was your mention of Minecraft and the resulting conversation, by the way, that made people think you were saying story wasn't important. I'm still not sure you grasp the central argument.
 
"So you're acknowledging some missions are meant to done in one sitting and some are not?"
 
The "one-sitting" thing is your argument, not mine. I'm arguing that they are self-contained. You could play a mission from beginning to end (in one session or more than one), and it is still a narrative. It has plot points, conflict and resolution. Let's think about a single mission in Dragon Age, for instance. Let's think about the Werewolf section. There's an episode leading up to the entrance to the temple. You have to get past a barrier. You have a few smaller quests along the way. It might take a few hours, but it is self-contained: by the time you enter the temple, the previous situation is resolved. You meet the other werewolves. You find out what happened to some characters. You meet the tree-guy, etc. Then another episode happens inside the temple. There are some side-quests, each a mini-narrative. The entire thing from beginning to end is perhaps three self-contained narratives in one larger narrative (which is, in turn, part of a larger game-length narrative). But it's very clearly self-contained. That is what an episode is. But it participates in a larger narrative, ie., the overarching story. You might do this in one sitting. You might do it in three. Or six. It doesn't change the fact that it is an episode. You could pull it from the game and it makes sense on its own, though it makes more sense witihin the context of the game. The number of sessions it takes you does not matter. 
 
"And I don't think you've really illustrated why all games are linear, and that choice in them is an illusion, because the results from each possible choice are pre-determined (which I'd like to see gaming get away from myself). Explain how that is different from real life."

Now I know this is a waste of time, and I'm wondering why I'm bothering. Why do I even need to explain how it is different from real life? What does real life have to do with anything? Real life isn't a game. In real life you're not living out something designed by someone. You do understand that life is not a video game, right? A video game is something developed and created by a person that is not you. The difference is that in real life, you are making decisions. In a game, you are choosing between decisions that are already made. You can choose to go left, you can choose to go right, because someone has constrained you to those choices. If you cannot tell the difference between that and real life, you need some help.
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Dizazter

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Edited By Dizazter
@haggis said:

" @Dizazter: "Besides soap operas what shows had cohesive long running story archs in the 80s?" 
 
I'll go further back. 60s: The Fugitive. 70s: The Incredible Hulk. 80s: Hill Street Blues. St. Elsewhere. 90s: Twin Peaks, Buffy, Angel, etc. I mean, it's not even a difficult question. The idea is not even remotely recent.

 Cool. Yeah, again, my point was never to say "the idea" was new, just the popularity and  ubiquitousness is what is new. Those types of shows in the 60s, 70s, and 80s were by far the exception, not the rule.
 

 @haggis said:

"By my "From start to finish" comment I was saying that games are meant for you to get from the beginning to the end in a reasonable amount of time." 
 
It seems to me that once you go from "they're designed to be consumed as a whole" to "in a reasonable amount of time" you've completely conceded the point, since all I'm pointing out is that unlike movies (which you keep going back to) games are not digested whole, but in parts.

I don't see how it's conceding the point to say "from start to finish" vs "in a reasonable amount of time" to me they're independent concepts and I'm saying both, not one or the other. I think you're still wresting with "in one sitting" idea.  Games are digested as a whole (I know you're STILL thinking this means in one sitting), here's why: TV shows are consumed in parts. Many people, yes even with "Genre TV Shows with season-long arcs" do not watch EVERY episode of a season of a show. Producers know this, and often this is why there are recaps. People also jump in mid season. Games however - you'd never just "jump in midseason" on a game. You play it from the start to the finish. (Naturally I'm still speaking of the epic plot-centric single player game here). Say there are linear sequence of 30 quests (which as you know I'm not fan of). The game will not allow you to skip the first 8, start at quest 9, then do 10 and 11. Then skip some more, do 25 and 26, and then just do 30. TV shows however people often view them this way.

 
  @haggis said:

"Keep in mind though, sometimes, like Back to the Future..." 
 
Back to the Future is a movie series, not a television show. :/
 

I was referring to the Tell Tale game, not the movies. I thought that was clear as the the paragraph of yours it was referencing starts out with you talking about Tell Tell Episodic games.
 
 @haggis said:


"But I don't consider most games' quests and mission structure to resemble anything episodic." 
 
They very clearly do to me. You start out in a location with a goal. You meet people along the way. You pursue a goal, have conflicts, get in some fights, and come to some mini-conclusion along the way. Find out a bit of information about the larger plot, and a direction for the next mission. Get some character dialogue and conflict. Sounds exactly like an episode of genre TV to me. And from what I've read about how game designers and writers assemble game missions, they go through pretty much the same process as writers for television shows.

 "You start out in a location with a goal. You meet people along the way. You pursue a goal, have conflicts, get in some fights, and come to some mini-conclusion along the way. Find out a bit of information about the larger plot, and a direction for the next mission."  
I again just plain disagree. This description does not sound at all like an episode of a TV show to me. It sounds like something specifically from a video game. Particularly the bit about "direction for the next mission", not to mention your first person (well 2nd person) wording. To me, very video game sounding, very not TV Show sounding.

 

@haggis

said:  

"But I do think some games have a bit more of an episodic nature to them than others. But an important difference with TV Shows vs Missions and Quests in a game, is that you often have no clue how long the mission or quest will take, often its length varies radically, from a couple minutes to several hours based on many factors, including your own performance and choices. Very often you will need to take a break mid mission/quest.  Where as a TV show episode has a very specific length (30 or 60 min), and is very much meant to be viewed "in one sitting". 
 
And see, game missions usually are intended (unlike whole games) to be completed in one sitting. Sure, RPGs like Dragon Age might have longer missions, but those missions are also usually broken up into sub-missions which are, in part, episodic. You might need to recover an object first, which has a lot of action entailed in it. Then you might need to deliver said object. More plot ensues. It's more complicated than you would see in a TV show, but it's not all that different. You don't really say why the time length difference matters, you just assert that it does. I'm open to hearing why. TV show lengths are arbitrary. You wouldn't say that a typical 42 minute production is a TV show, but that because another show is 54 minutes (like they often are on pay cable) that it isn't just because the length is different. Episodic is episodic. Games might have four hour episodes or one hour episodes, or a combination. It doesn't change the fact that they are episodes: that is, smaller narrative chunks of a single overarching story. That's what episodic means, not arbitrary time lengths.  "But I dunno, I'm really starting to lose both of our original points in all of this."  Story matters. It's nice that people can skip stories in games if they are available, but the opposite (creating story where there isn't any) isn't possible. That reviewers don't overemphasize story in their reviews. That all games have narrative, and that gameplay for some (though not all) gamers can be trumped by good story. All games these days are linear, despite the illusion of choice and non-linearity. That they reveal this in their inherently episodic structure, which increasingly mirrors TV tropes, including overarching (and overlapping) story arcs. That games are more like genre TV than movies. And as such, good narratives can fuel replaying of games despite mediocre gameplay in much the same way good TV shows and books (despite their long length) can fuel re-watches and re-reads. Scripted narrative is not a barrier for most gamers to replayability, but in fact an asset.  Those are my points, I guess. A lot of them for a single thread, but they all point to the same thing: games are better today than in the past because they are better at telling stories. I'd be open to hearing an argument on how better gameplay is today than in the past, but I'm agnostic on that point. Since stories have been making games better, I think they're important to highlight in reviews when appropriate. "

So you're acknowledging some missions are meant to done in one sitting and some are not? (unlike TV Shows) That was my point.
So it then becomes debate or opinion as to what kinds of missions are meant to be done in one sitting, and what ones are made up of "episodic parts" (not sure I'm with ya there on that idea) either way, clearly  not all missions are meant to be done in one sitting, so not all missions are like episodes.
 
My point about length is to illustrate what is meant for "one sitting".  Whether its a 20 minute network show or a 54 minute cable show, they're both meant to be viewed in one sitting. And as such the length obviously doesn't vary much from show to show, and it's fixed.  Quests (most of the time, but obviously not always) don't have a clear time limit. You might think you're doing a 5 minute quest, but it can turn into a 4 hour one. You don't know what you might be in for, so that makes it not inherently designed for one sitting. Determining what the game designer's intent in this regard is pretty much just conjecture.
 
Your "agnostic" comment gave me the best analogy for this whole discussion. Here it is:
 
Gameplay = Food
Religion = Story/Plot
Society = Video Game

A society can exist without religion, but it can't exist without food. You can argue that society is better off with religion, and that is entirely possible, but not automatic, as its also possible humanity is worse off with religion. (I.E. destructive religions bad, peaceful religions good) By the same token, food can also be good or bad, and have a positive or negative effect on Society. But a society NEEDS food to exist. No Food = No Humanity. That doesn't mean religion is of zero importance or even little importance, it can be of high importance. It just means food is of generally of more vital importance, as without food, there is no society, with no society there is no religion. Some societies may have more of a focus on Religion over Food, and vice versa. But there is no way around the fact that some societies exist without religion, but no society exists without food.
 
So as you see, I don't subscribe to the idea that games are automatically better with the addition of story. Adding a terrible or nonsensical story to a game with no story makes it worse, in my opinion. Adding a great story will make it a better game though, if done appropriately. (Like I don't think adding 40 minutes of cut scenes between each Tetris level would make the game better, regardless of how good the story is). I do agree with you though that games have gotten a lot better at telling stories in general, and I think that is part of why it's getting so much focus and attention. But do I think the best video game stories hold up well to the best book and movie stories? Not really man, but they are getting better. Is gameplay better than it was in the past? Yeah I'd say so, but more than just being "better" I'd say there's a lot more variety and hybridization of gameplay (and genres) than there used to be. (Another thing to illustrate the importance of gameplay - it defines the genre!)
 
And although I think some epic plot-centric games have some "postponed replayability" (a distinction from immediate replayability, like say a mutliplayer game), and it seems this potential for "postponed replayability" actually degrades over time. Much more quickly than say movies or books or even TV shows. There seems to be somewhat of an increasingly engineered disposable obsolescent nature to video games it seems, and when Epic Avenger 3 (made up name) comes out a year later than Epic Avenger 2, no one plays Epic Avenger 2 anymore, and the multiplayer becomes a ghost town from the resulting exodus. There are exceptions, like the Mass Effect (I still need to play this one, ugg) concept of carrying character content from ME1, makes new players to the franchise much more likely to pick up the earlier game(s) in the series.
 
And I don't think you've really illustrated why all games are linear, and that choice in them is an illusion, because the results from each possible choice are pre-determined (which I'd like to see gaming get away from myself). Explain how that is different from real life. Say you get arrested and you're given the choice of testifying against an old crime boss you used to work for or go to jail for the rest of your life. Are you saying that choice is an illusion, because you're limited to two choices, and both will have results you have little control over? To me it's still a choice. And also I don't think something is non-linear because it's made up of non-linear parts. But at the same time I think most games don't do a good job with non-linearity out of laziness.
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haggis

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Edited By haggis
@Dizazter: "Besides soap operas what shows had cohesive long running story archs in the 80s?" 
 
I'll go further back. 60s: The Fugitive. 70s: The Incredible Hulk. 80s: Hill Street Blues. St. Elsewhere. 90s: Twin Peaks, Buffy, Angel, etc. I mean, it's not even a difficult question. The idea is not even remotely recent.
 
"By my "From start to finish" comment I was saying that games are meant for you to get from the beginning to the end in a reasonable amount of time." 
 
It seems to me that once you go from "they're designed to be consumed as a whole" to "in a reasonable amount of time" you've completely conceded the point, since all I'm pointing out is that unlike movies (which you keep going back to) games are not digested whole, but in parts.
 
"This is a side note - but I think epic plot-centric games are often not very conducive to "stopping". Sometimes they have 10 minute long unskippable, unpauseable and/or unrepeatable cut scenes. Just something that I think is problematic in games of this nature."
 
Unskippable cut-scenes are not cool. That said, it's increasingly rare. And I haven't played a plot-centric game that wasn't conducive to stopping since I played Lost Odyssey (with it's ridiculous save-point system). That problem seems limited to the JRPG genre, though.
 
"Keep in mind though, sometimes, like Back to the Future..." 
 
Back to the Future is a movie series, not a television show. :/
 
"But I don't consider most games' quests and mission structure to resemble anything episodic." 
 
They very clearly do to me. You start out in a location with a goal. You meet people along the way. You pursue a goal, have conflicts, get in some fights, and come to some mini-conclusion along the way. Find out a bit of information about the larger plot, and a direction for the next mission. Get some character dialogue and conflict. Sounds exactly like an episode of genre TV to me. And from what I've read about how game designers and writers assemble game missions, they go through pretty much the same process as writers for television shows.
 
"But I do think some games have a bit more of an episodic nature to them than others. But an important difference with TV Shows vs Missions and Quests in a game, is that you often have no clue how long the mission or quest will take, often its length varies radically, from a couple minutes to several hours based on many factors, including your own performance and choices. Very often you will need to take a break mid mission/quest.  Where as a TV show episode has a very specific length (30 or 60 min), and is very much meant to be viewed "in one sitting". 
 
And see, game missions usually are intended (unlike whole games) to be completed in one sitting. Sure, RPGs like Dragon Age might have longer missions, but those missions are also usually broken up into sub-missions which are, in part, episodic. You might need to recover an object first, which has a lot of action entailed in it. Then you might need to deliver said object. More plot ensues. It's more complicated than you would see in a TV show, but it's not all that different. You don't really say why the time length difference matters, you just assert that it does. I'm open to hearing why. TV show lengths are arbitrary. You wouldn't say that a typical 42 minute production is a TV show, but that because another show is 54 minutes (like they often are on pay cable) that it isn't just because the length is different. Episodic is episodic. Games might have four hour episodes or one hour episodes, or a combination. It doesn't change the fact that they are episodes: that is, smaller narrative chunks of a single overarching story. That's what episodic means, not arbitrary time lengths.
 
"But I dunno, I'm really starting to lose both of our original points in all of this."
 
Story matters. It's nice that people can skip stories in games if they are available, but the opposite (creating story where there isn't any) isn't possible. That reviewers don't overemphasize story in their reviews. That all games have narrative, and that gameplay for some (though not all) gamers can be trumped by good story. All games these days are linear, despite the illusion of choice and non-linearity. That they reveal this in their inherently episodic structure, which increasingly mirrors TV tropes, including overarching (and overlapping) story arcs. That games are more like genre TV than movies. And as such, good narratives can fuel replaying of games despite mediocre gameplay in much the same way good TV shows and books (despite their long length) can fuel re-watches and re-reads. Scripted narrative is not a barrier for most gamers to replayability, but in fact an asset.
 
Those are my points, I guess. A lot of them for a single thread, but they all point to the same thing: games are better today than in the past because they are better at telling stories. I'd be open to hearing an argument on how better gameplay is today than in the past, but I'm agnostic on that point. Since stories have been making games better, I think they're important to highlight in reviews when appropriate.
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TheDudeOfGaming

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Edited By TheDudeOfGaming

Its a matter of opinion,even though i can enjoy a game with a bad story or no story at all (Torchlight) a good story/plot is more important than gameplay, simply because the story defines so much of the game plot (obviously),atmosphere,characters
So yeah,story first gameplay second.

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Dizazter

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Edited By Dizazter
@DystopiaX said:

" @Dizazter said:

Naturally. I think the question at hand is more: Would you prefer a game with terrible gameplay and a great plot, or a game with great gameplay and terrible plot? "
Depends on the game, really. There have been games with terrible gameplay that I played for story, and games with great gameplay that don't need a story. For example, I played deadly premonition. Terrible gameplay, and terrible story from a traditional sense, but its quirky story and weirdness kept me going. One of my favorite games is Shadowrun, which is MP only.  Now that I think about it, most games with great stories have great gameplay anyway (GTA IV, ME2, Bioshock) so it's never really an issue. I always view having a good story as a plus anyway, so I guess the debate doesn't really affect me. Bottom line, I think you have to look at each game on a case-by-case basis- is the story amazing enough for you to look over other flaws; does a game's gameplay shine without a story/structure to provide context for what you're doing? Depends on how well it's executed really. You can't put a general "GAMEPLAY DOESN'T NEED STORY" and expect it to work for every, or even most, cases. "
Ideally yeah, games have great gameplay and a great story/plot. But different genres have different needs for plots, and some don't really need plot at all. But some games depend on a good plot. But to me, ALL games need good gameplay. 
 
"Bottom line, I think you have to look at each game on a case-by-case basis- is the story amazing enough for you to look over other flaws; does a game's gameplay shine without a story/structure to provide context for what you're doing" 
 
- very good point
 
But yeah I never said "GAMEPLAY DOESN'T NEED STORY" for every or even most games. I simply said I think gameplay is more important than plot in most games. (I think I've repeated this about 11 times now, people hear what they want to hear) Additionally game reviewers and gamers seem to focus on plot way too much, as though a good plot automatically makes for a good game, which I don't think it does.
 
A is more important than B, does not mean B is of zero importance, nor even of little importance. B could be extremely important, it's just not AS important as A.
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@haggis said:


Uh ... no. It's actually been around for quite a while. Since the mid-80s at least. It's become more common lately in some ways, but it's not "relatively new" by any reasonable definition of those words.

Besides soap operas what shows had cohesive long running story archs in the 80s? (And I'm counting Dynasty and Knot's Landing as Soaps) I wasn't aware of any. But maybe they existed. I guess 90210 had some running plots? I dunno, I don't remember.  No matter though. I misspoke, I didn't meant to say it's a new concept, but that' it's become common and popular in non-soap shows relatively recently.
 
 @haggis said:

"I think most expect you to see it start to finish." 
 
Developers really expect me to play Mass Effect 2 in one sitting, for 20 hours, like I'd see a movie? Sorry, that's bull. They expect me to digest it in pieces. Like a television show. A series of small narratives with a beginning and end that are all part of a larger narrative arc.
 

You misunderstood, or I miscommunicated this. I deliberately did not say "in one sitting", I said start to finish. Which to me means a week break here and there, sure, but not months in between.  Also, these epic plot-centric games always have a start and a finish, unlike a season of a TV show, where the start, is actually picking up from something where it left off, and the end is rarely an ending, but usually a cliff-hanger. TV shows now go on 6+ month hiatuses now in the middle of a season.  LOST and V have done that. Me, I'll stop watching a show in the middle of the season, pick it back up a year latter, and it's not a big deal. The act of watching a TV show half way through a season is far less demanding than picking a game back up half way through.
 
 
 @haggis said:

"I wasn't meaning that games are meant to be played out in one sitting, more over, meant to be played out over a few weeks or months."

 Uh... okay, then you agree with me. What's your point again? You can't have it both ways. Either developers expect you to enjoy a game episodically or not. The length of the missions doesn't really matter. What matters is that they are designed to be digested in small chunks, not a whole as you originally claimed. Which you admit here, and yet still don't want to concede the point. That's fine, but it makes no sense to me. Yes, it's hard to go back to a video game after six months. It's hard to do that with television shows as well. Let's change your "six months" to a week. Could you pick up your place in a game after being away from it a week? Like, say, the difference in time between episodes of a TV show? Sure you could. You could easily play most games an hour per week and not feel disconnected from their stories. I do this all the time. A lot of gamers do. Very few of us have 20 hours at a time to play a game. But we'll play a few hours on the weekend. Most games--even those with complex stories--are designed to be compatible with this sort of play. You can watch an entire season of a TV show in one sitting if you want, but you don't have to. That's why they are structured the way they are.

Yeah, I think you're still focused on the "in one sitting" concept. I never meant to say or imply games were meant to be played through in one sitting. That's crazy talk.  By my "From start to finish" comment I was saying that games are meant for you to get from the beginning to the end in a reasonable amount of time. If you take a large break in the middle, it will be very disruptive to your experience. As opposed to TV shows, where people can walk in, half way through season 4 of a show, watch a few episodes, then not watch some, and still enjoy the show, albeit they will be enjoying it for potentially different reasons than someone who's been religiously watching it every week from the pilot on.   
 
This is a side note - but I think epic plot-centric games are often not very conducive to "stopping". Sometimes they have 10 minute long unskippable, unpauseable and/or unrepeatable cut scenes. Just something that I think is problematic in games of this nature.
 
I think we are basically agreeing with each other in general, again just misunderstanding each other's assumptions, and we disagree on some of the semantics and details. Like I disagree with it being just as difficult to pick up a show with a 6 month break as a game. Games to me are 100 times harder to pick up after a 6 month break than a show. Games have a lot more technical aspects that are difficult to jump back into after 6 months as opposed to a passive viewing experience, which is often re-capped at the beginning of each TV episode. But I think both of our original points are getting totally buried in all this muck.
 
 @haggis said:

 
There is no essential difference between Telltale's episodic games and various missions in larger games save for the fact that Telltale is selling them to you separately. Otherwise, the design principles are the same. You could easily package, say, Mass Effect 2's dossier missions as "episodes" and sell them separately. You are confusing packaging with substantive differences that don't really exist. For example, Alan Wake's mission structure was very deliberately divided into "episodes" like a TV series. But it was packaging. If you took out the "previously on Alan Wake" sections before each mission and the closing music after the mission, it would look like every other game on the market. 

"The season long (and series long) story archs are secondary, in my opinion."
 
Of some shows, sure, but I was comparing video games to genre shows with primary, season-long story arcs. Not to just TV shows in general. Did you forget that? It seems like you did. " 

Keep in mind though, sometimes, like Back to the Future, the episodes are not all released at once. I get that you don't feel its significant. But I don't consider most games' quests and mission structure to resemble anything episodic. But I do think some games have a bit more of an episodic nature to them than others. But an important difference with TV Shows vs Missions and Quests in a game, is that you often have no clue how long the mission or quest will take, often its length varies radically, from a couple minutes to several hours based on many factors, including your own performance and choices. Very often you will need to take a break mid mission/quest.  Where as a TV show episode has a very specific length (30 or 60 min), and is very much meant to be viewed "in one sitting".

So I dunno, you think plot-centric games are like TV shows - errr sorry are like "Genre TV shows with primary season long story arcs", that's fine. I  "generally"  disagree but not totally, I see where you're coming from, I just think there's some critical differences is all. But I dunno, I'm really starting to lose both of our original points in all of this.
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@Dizazter:  Branching stories are still linear in that your simply choosing between a variety of linear storylines. Non-linearity in games is an illusion. A truly non-linear narrative is not something you see regularly in movies, let alone video games. Calling games with multiple storylines "non-linear" is common in the video game world, but I think that's mostly marketing and not an accurate description of what the narratives really are. We're told we're making choices, but what we're really doing is choosing between choices the developers have already made. Our choices have no effect on the story, they merely effect which of the developer's stories we happen to get at any moment. The influence on the story is an illusion. If it were truly non-linear (in the sense I mean) we'd be able to do something the developers didn't account for and have a unique ending. That's not the case in any video game I know of.
 
"The concept of TV shows that have a running plot, outside of soap operas, is a relatively new one." 
 
Uh ... no. It's actually been around for quite a while. Since the mid-80s at least. It's become more common lately in some ways, but it's not "relatively new" by any reasonable definition of those words.
 
"I think most expect you to see it start to finish." 
 
Developers really expect me to play Mass Effect 2 in one sitting, for 20 hours, like I'd see a movie? Sorry, that's bull. They expect me to digest it in pieces. Like a television show. A series of small narratives with a beginning and end that are all part of a larger narrative arc.
 
"I wasn't meaning that games are meant to be played out in one sitting, more over, meant to be played out over a few weeks or months."

 Uh... okay, then you agree with me. What's your point again? You can't have it both ways. Either developers expect you to enjoy a game episodically or not. The length of the missions doesn't really matter. What matters is that they are designed to be digested in small chunks, not a whole as you originally claimed. Which you admit here, and yet still don't want to concede the point. That's fine, but it makes no sense to me. Yes, it's hard to go back to a video game after six months. It's hard to do that with television shows as well. Let's change your "six months" to a week. Could you pick up your place in a game after being away from it a week? Like, say, the difference in time between episodes of a TV show? Sure you could. You could easily play most games an hour per week and not feel disconnected from their stories. I do this all the time. A lot of gamers do. Very few of us have 20 hours at a time to play a game. But we'll play a few hours on the weekend. Most games--even those with complex stories--are designed to be compatible with this sort of play. You can watch an entire season of a TV show in one sitting if you want, but you don't have to. That's why they are structured the way they are.
 
There is no essential difference between Telltale's episodic games and various missions in larger games save for the fact that Telltale is selling them to you separately. Otherwise, the design principles are the same. You could easily package, say, Mass Effect 2's dossier missions as "episodes" and sell them separately. You are confusing packaging with substantive differences that don't really exist. For example, Alan Wake's mission structure was very deliberately divided into "episodes" like a TV series. But it was packaging. If you took out the "previously on Alan Wake" sections before each mission and the closing music after the mission, it would look like every other game on the market. 

"The season long (and series long) story archs are secondary, in my opinion."
 
Of some shows, sure, but I was comparing video games to genre shows with primary, season-long story arcs. Not to just TV shows in general. Did you forget that? It seems like you did.
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@haggis said:
Branching structures are still linear, though. You might make a choice, but it's not your own story, just variations of stories that someone else has already laid out.
 
"I think those also aren't an equivalent. Primarily because TV shows are broken down into stand alone episodes that are individually consumed. Where as a 40+ hour game is designed to be consumed as a whole."
 
Which is why I specifically mentioned genre shows that have season-long arcs. Sure, they have stand-alone episodes, but they're actually the exception, not the rule. Most of the shows I'm talking about make little sense if you skip episodes. You miss crucial plot points. Like in games. So I still think my specific example applies. You seem to prefer the example of a 40 hour movie because they don't exist, but my example actually does exist. Also, I think it's wrong to say that games are designed to be comsumed as a whole. Mission structures in the longest 40+ hour games almost always have side-missions not directly related to the main story. They're specifically designed to be stand-alone, so that if you choose not to participate in them, you're not missing anything crucial. Long games have a mission structure in order to provide that short-term experience with a beginning and an end. Games are not designed to be played in a forty-hour marathon, but in chunks of various sizes. Games would look different than they do if they were designed to be consumed as a whole. The mission structure of games is very much influenced by the episodic model of television. You can bite off hour-long chunks if you like. There are few game missions nowadays that last as long as a feature film.
 
I'm not sure I'm following you on how a branching story is linear. A line is linear, a story tree is well tree shaped.  Are you meaning after the choices are all made and the story is over, and you look back it's linear? By that, nothing in live is non-linear. Or you meaning that all the various pieces are linear, so therefore the whole is linear? (Cause I definitely wouldn't agree with that)
 
I would disagree about games not designed to be consumed as a whole. I think most expect you to see it start to finish. The concept of TV shows that have a running plot, outside of soap operas, is a relatively new one. I still think TV shows are designed primarily for that week. The season long (and series long) story archs are secondary, in my opinion. 
 
I don't see game missions as being similar to TV shows. On main difference is you often have no idea how long the quest will be. Were as a TV you know the exact length. I've had quests in dragon age that went on for 4 hours or so. I wasn't meaning that games are meant to be played out in one sitting, more over, meant to be played out over a few weeks or months. But have you ever put a game down in the middle and picked it back up 6 months later? I have several times, and it's usually a very miserable process. You have to relearn a lot, and it's obvious to me games aren't meant to be played that way.
 
Now there are however episodic games, like Telltale games that are obviously episodic which fit more into your TV show analogy.
 
But again, I feel to over emphasize or focus on this kind of non-interactive stuff is to take attention away from the best and most defining part of video games, which is their interactivity.
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@Dizazter said:
" @DystopiaX said:
" Is gameplay more important than story? Yes, but given 2 games with good/decent/functioning gameplay, but one has an awesome story, I'm more likely going to pick that one.  "
Naturally. I think the question at hand is more: Would you prefer a game with terrible gameplay and a great plot, or a game with great gameplay and terrible plot? "
Depends on the game, really. There have been games with terrible gameplay that I played for story, and games with great gameplay that don't need a story. For example, I played deadly premonition. Terrible gameplay, and terrible story from a traditional sense, but its quirky story and weirdness kept me going. One of my favorite games is Shadowrun, which is MP only.  
Now that I think about it, most games with great stories have great gameplay anyway (GTA IV, ME2, Bioshock) so it's never really an issue. I always view having a good story as a plus anyway, so I guess the debate doesn't really affect me. Bottom line, I think you have to look at each game on a case-by-case basis- is the story amazing enough for you to look over other flaws; does a game's gameplay shine without a story/structure to provide context for what you're doing? Depends on how well it's executed really. You can't put a general "GAMEPLAY DOESN'T NEED STORY" and expect it to work for every, or even most, cases.
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@DystopiaX said:
" Is gameplay more important than story? Yes, but given 2 games with good/decent/functioning gameplay, but one has an awesome story, I'm more likely going to pick that one.  "
Naturally. I think the question at hand is more:
Would you prefer a game with terrible gameplay and a great plot, or a game with great gameplay and terrible plot?
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Is gameplay more important than story? Yes, but given 2 games with good/decent/functioning gameplay, but one has an awesome story, I'm more likely going to pick that one. 

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@FlyingRat said:
"Opinions, opinions. "

Pretty much. 
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@Dizazter:  "There's a whole world of discussion on open vs closed narrative I don't want to go delving into. But basically closed narrative = novel, open narrative = choose your own adventure. Open is a narrative that can change based on audience interaction of some sort, where as close narrative is fixed."
 
Branching structures are still linear, though. You might make a choice, but it's not your own story, just variations of stories that someone else has already laid out.
 
"I think those also aren't an equivalent. Primarily because TV shows are broken down into stand alone episodes that are individually consumed. Where as a 40+ hour game is designed to be consumed as a whole."
 
Which is why I specifically mentioned genre shows that have season-long arcs. Sure, they have stand-alone episodes, but they're actually the exception, not the rule. Most of the shows I'm talking about make little sense if you skip episodes. You miss crucial plot points. Like in games. So I still think my specific example applies. You seem to prefer the example of a 40 hour movie because they don't exist, but my example actually does exist. Also, I think it's wrong to say that games are designed to be comsumed as a whole. Mission structures in the longest 40+ hour games almost always have side-missions not directly related to the main story. They're specifically designed to be stand-alone, so that if you choose not to participate in them, you're not missing anything crucial. Long games have a mission structure in order to provide that short-term experience with a beginning and an end. Games are not designed to be played in a forty-hour marathon, but in chunks of various sizes. Games would look different than they do if they were designed to be consumed as a whole. The mission structure of games is very much influenced by the episodic model of television. You can bite off hour-long chunks if you like. There are few game missions nowadays that last as long as a feature film.
 
"I don't feel like I ever implied that "story" is of zero importance..."
 
You didn't, really, but I could see how someone might have thought you did.
 
 @LordAssinhiemr: "I don't really care why my companions are with me or what they want, as long as they can shoot fireballs and swing lightsabers. Am I depriving myself of the full experience? Maybe, but those are the kind of games that let me play the way I want, and I want to actually play the game." 
 
Like I said earlier in the discussion, it's possible to skip a story if you don't care about it. You get out of games what you want to. The opposite is more difficult. The gamer and developer are rarely going to agree perfectly on how much story to provide. I'd rather they provide too much and let people skip dialogue and cutscenes if they want. Which is pretty much how games are these days. Are you not getting the full experience if you skip scenes? I doubt it. You're getting what you want from the game, which is fine. It was sometimes hard to do that in Dragon Age, because sometimes you might not fully understand what to do without the story. That's the problem, of course, with overdoing the narrative for those who don't like it. But there's certainly no problem with skipping it if you want. I just think every game needs some narrative. I'm not expecting that we agree on how much.
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I'll take the dual-weapon perk over the history of the character who is going to use it any day, brother.

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@LordAssinhiemr said:
" @haggis said:

 But every game needs a sort-of narrative and/or goal to drive it. "

By whose standards, the player's or the developer's?  I'll put it this way: I beat Dragon Age and Knights of the Old Republic to the ground. Whenever it was an option, I always skipped the cutscenes and chose the dialogue that got me out of the conversation the quickest. I don't really care why my companions are with me or what they want, as long as they can shoot fireballs and swing lightsabers. Am I depriving myself of the full experience? Maybe, but those are the kind of games that let me play the way I want, and I want to actually play the game. I don't go to my PS3 for stories. I have hundreds of books and movies for that. It pisses me off when a game doesn't let me skip a cutscene. At least RE 4 & 5 sort of gives you something to do whenever you have to watch a scene.  I read your entire post and I do see what you are saying. I'm not debating that. I just wonder how much story in a game is enough.  EDIT: And if we are getting to the point where gamers will take a better story over shitty gameplay, then you can expect even more sequels of the same thing and more franchises hitting the stale bin. "
I'm right there with ya man, for the most part. I enjoyed Dragon Age, but my God, the endless dialogue.....me I like to know something about the characters, but I want to have some choice about how deep into their histories I'm gonna go. With Dragon Age, I almost felt punished for exploring. Like, "hmmm, I wonder what's down this hall, oh look some guy with a quest.......4 hours later I'm still in the same hall.  Sooo half way through the game, I just found myself just clicking through dialogues like you,  because otherwise I'd just spend hours and hours just sitting through dialogue and not progressing in the slightest. I actually had to take a break from the game, because it was too damn long (too long in terms of dialogue, not action), and the endless running from NPC to NPC to activate dialogue chains was just raping the fun out of the game for me. I will get back to it, I think games like Dragon Age have a lot of redeeming qualities, but man, they really need to adjust the "action to dialogue slider", cause it was feeling like 90% dialogue, 10% me having any sort of interaction resembling a game.
 
Not being able to skip cut scenes should be abolished. It's especially enraging when you die, and are forced to sit through the same cut scene over and over....idiotic design.
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@haggis said:
" @Dizazter:  "But I think the key difference is the highly scripted narrative vs the open narrative. I feel the gaming world has the unique ability to craft open narratives..."
 
You'll have to define what you mean by "open narrative," because it seems to me that narratives are, by definition, closed. If they're open, they have a tendency to meander and never come to a conclusion, in which case I have to question whether it is a narrative at all.
  
"I think to focus on the script is to encourage the disposable nature of highly scripted games, and their lack of replayability."
 
In my opinion, poor gameplay is more often the cause of lack of replayability than the story is. And I'm still not convinced that there is this incredible focus on the script as you claim in game reviews. People talk about narrative because it's an integral part of modern games. But I've never seen it overemphasized. As for replayability, you say,
 
"And I understood what you said before about replaying games is like rewatching a favorite movie. I rewatch movies all the time. But I think there's some important differences. For one, movies are 2 hours long. Many of these campaigns for 40+ hours long. How many 40+ hour movies would I rewatch? Probably zero." 
 
Actually, I think I compared it to reading genre books. Which aren't two hours long. But let's look at television shows, rather than movies, since I think it's a more reasonable comparison. I'm a genre fan. So I'll admit that I've watched every episode of Buffy the Vampire Slayer (all seven seasons) at least four times over the years. Yes, I know, I'm a terrible geek. At 40 minutes an episode, 22 episodes times six (and a half) seasons, that's nearly 100 hours. A single season is less than that, obviously, about fourteen or fifteen hours. Shorter than many games, but not by a whole lot. I can list at least a dozen shows I would rewatch a season of. And that's all narrative. So I don't think it's unreasonable to replay a 20-hour game (like Mass Effect 2), a few times if I liked the story well enough. Which I did, since I've played it through four times. Even though I think the story was just alright.  So, if you can't imagine a single television show you liked enough to rewatch an entire season of, then perhaps I can understand your point. Otherwise, I'm still unconvinced."All I've ever said, is that I don't think "storyline" is THE MOST IMPORTANT PART!  Why do kids these days assume that if you say something isn't the most important thing, they assume that you are saying it is the least important thing"  You heavily implied that story wasn't important. Since you didn't clarify that you meant "heavily scripted" games, then it wasn't exactly a huge leap for people to make. "
There's a whole world of discussion on open vs closed narrative I don't want to go delving into. But basically closed narrative = novel, open narrative = choose your own adventure. Open is a narrative that can change based on audience interaction of some sort, where as close narrative is fixed.
 
I had a feeling you'd bring up TV shows and Seasons. I also watch seasons of TV shows (soooo much better watching them on DVD or pre-recorded) I was gonna mention those too, but didn't for brevity. I think those also aren't an equivalent. Primarily because TV shows are broken down into stand alone episodes that are individually consumed. Where as a 40+ hour game is designed to be consumed as a whole. TV shows also often change their plot lines and themes based on viewer response, or interaction with producers, actors, etc. With episodes, you can experience the episode, it stands on its own, and choose if you want to watch another or do something else. Most shows are designed that if you don't see another episode for a some time they will fill you in with recaps. Where as if you stop and start games like that, you end up with a really broken experience. I honestly think the only equivalent is a 40+ hour long movie.  Not to say I don't hear where you're coming from, cause I do. I am actually a big fan of picking up old games I loved every now and again. Bit problem I have now is with all these game sales, I have a horrendous back log, and I'd have to take 2 years off of work to be able to get through all these games. (which I guess is a nice problem to have)
 
I don't feel like I ever implied that "story" is of zero importance, I probably just didn't do a good enough job illustrating how important story is, even though I feel gameplay is most often more important. I think people way too easily make a leap from you saying "A is more important than B" to "B = little or no importance". Cause emphasizing the important of story too much would water down my argument, lead to self-contradiction and I sound like I'm saying nothing, know what I mean? "A is usually more important than B. Because of 1,2,3....But B is actually still important because of 4,5,6 - so both are important, but one is usually more important than the other" = huh? But whatever. It's been a good learning experience. :)

Oh and calling yourself a terrible geek here is like saying you're a heavy drinker at an AA meeting. :P
 
Buffy is one of those shows I watched a bit when it came out, but I gotta watch all the seasons at some point. Along with Alias and some others.
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@Dizazter:  "But I think the key difference is the highly scripted narrative vs the open narrative. I feel the gaming world has the unique ability to craft open narratives..."
 
You'll have to define what you mean by "open narrative," because it seems to me that narratives are, by definition, closed. If they're open, they have a tendency to meander and never come to a conclusion, in which case I have to question whether it is a narrative at all.
  
"I think to focus on the script is to encourage the disposable nature of highly scripted games, and their lack of replayability."
 
In my opinion, poor gameplay is more often the cause of lack of replayability than the story is. And I'm still not convinced that there is this incredible focus on the script as you claim in game reviews. People talk about narrative because it's an integral part of modern games. But I've never seen it overemphasized. As for replayability, you say,
 
"And I understood what you said before about replaying games is like rewatching a favorite movie. I rewatch movies all the time. But I think there's some important differences. For one, movies are 2 hours long. Many of these campaigns for 40+ hours long. How many 40+ hour movies would I rewatch? Probably zero." 
 
Actually, I think I compared it to reading genre books. Which aren't two hours long. But let's look at television shows, rather than movies, since I think it's a more reasonable comparison. I'm a genre fan. So I'll admit that I've watched every episode of Buffy the Vampire Slayer (all seven seasons) at least four times over the years. Yes, I know, I'm a terrible geek. At 40 minutes an episode, 22 episodes times six (and a half) seasons, that's nearly 100 hours. A single season is less than that, obviously, about fourteen or fifteen hours. Shorter than many games, but not by a whole lot. I can list at least a dozen shows I would rewatch a season of. And that's all narrative. So I don't think it's unreasonable to replay a 20-hour game (like Mass Effect 2), a few times if I liked the story well enough. Which I did, since I've played it through four times. Even though I think the story was just alright.
 
So, if you can't imagine a single television show you liked enough to rewatch an entire season of, then perhaps I can understand your point. Otherwise, I'm still unconvinced.

"All I've ever said, is that I don't think "storyline" is THE MOST IMPORTANT PART!  Why do kids these days assume that if you say something isn't the most important thing, they assume that you are saying it is the least important thing"
 
You heavily implied that story wasn't important. Since you didn't clarify that you meant "heavily scripted" games, then it wasn't exactly a huge leap for people to make.
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Edited By time allen

it depends on the context entirely, and that goes for both video games and film. nobody goes to watch the a-team for the story, and the same applies to gears of war/call of duty etc. however, i will always, always take a provoking, thoughtful story, told in a way unique to video games, over pitch perfect gameplay. if you're asking me whether i want creativity or functionality, i'd take creativity.
 
edit: having said that, i could number the amount of games that i've played with unique, interesting stories told in methods unique to video games on one hand. maybe just my fingers.

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The only reason that storytelling is so much less important to video games is that there is more things you can add outside of traditional storytelling. I mean, look at books: all successful books tell a story that tries to be interesting, because aside from how the book itself is written, the medium doesn't offer many other ways to entice the reader. Movies add more to the experience, which is why dumb action movies with a lot of explosions can be so successful. Transformers might have a hokey story, but the scope of it's graphics and fight sequences appeal to a lot of people. 
 
Video games offer interactivity, which in turn offers the feeling of achievement when people beat the game or discover a secret. This allows games to tap into our brains in ways the other forms of media cannot. In this way, each new medium offers something new, making the actual story less important to the overall experience. On the other hand, having a good story further reinforces the feeling of achievement we get when we beat a game. If we know what's at stake, it'll mean more to us than if we're just shooting at enemies because it's fun. 
 
That's why I've spent over a hundred hours playing Dragon Age and Persona 3 and still haven't finished God of War. To me, saving the world from monsters (though cliché) trumps having a hissy fit every goddamn time. It doesn't even matter how good the combat in God of War is. It just doesn't draw me in at all. 

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LordAssinhiemr

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Edited By LordAssinhiemr
@JoyfullOFrockets said:
" I like blowing things up. It's quite a story, if you think about it. The journey your projectile/bullet/grenade travels to put an abrubt end to anything stupid enough to stand in it's way is quite emotional to me. "
Win.
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salad10203

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Edited By salad10203

When I was younger game play might have outweighed story, but now that I am older I literally can not play a game with a bad story.

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JoyfullOFrockets

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Edited By JoyfullOFrockets

I like blowing things up. It's quite a story, if you think about it. The journey your projectile/bullet/grenade travels to put an abrubt end to anything stupid enough to stand in it's way is quite emotional to me.

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LordAssinhiemr

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Edited By LordAssinhiemr
@haggis said:

 But every game needs a sort-of narrative and/or goal to drive it. "

By whose standards, the player's or the developer's?
 
I'll put it this way: I beat Dragon Age and Knights of the Old Republic to the ground. Whenever it was an option, I always skipped the cutscenes and chose the dialogue that got me out of the conversation the quickest. I don't really care why my companions are with me or what they want, as long as they can shoot fireballs and swing lightsabers. Am I depriving myself of the full experience? Maybe, but those are the kind of games that let me play the way I want, and I want to actually play the game.
 
I don't go to my PS3 for stories. I have hundreds of books and movies for that. It pisses me off when a game doesn't let me skip a cutscene. At least RE 4 & 5 sort of gives you something to do whenever you have to watch a scene.
 
I read your entire post and I do see what you are saying. I'm not debating that. I just wonder how much story in a game is enough.
 
EDIT: And if we are getting to the point where gamers will take a better story over shitty gameplay, then you can expect even more sequels of the same thing and more franchises hitting the stale bin.
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Dizazter

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@haggis said:
" @Dizazter said:
And millions and millions of people play MMOs, without much of a real script other than in the encapsulated quests..."
How many people would play MMOs if they didn't have at least some scripted quests? I doubt the numbers would be very high. Given the amount of interest in WoW expansions, for instance, tells me that a very large part of the game is playing quests created and scripted by other people.
 
Certainly not everyone wants a game with a full script and story. But that's also not what I've been saying. A story could be as simple as a few lines at the beginning explaining where you are and what is going on, or it could be emergent in the world itself. Just by creating a world, you're creating a story. It doesn't mean a script. It just means giving the player context for understanding what they are doing. Games like Tetris might not need this sort of thing. But most games do. And it's legitimate to emphasize in a review how well that world-building is done, and how well any scripted elements fit into it. Gamers will continue to disagree about how important such elements are, but there's no doubt that they are important. And for some gamers, story can in some cases overcome mediocre gameplay. Games need not be primarily about telling a story. But every game needs a sort-of narrative and/or goal to drive it. "
 
 I think I've made a big error with using the generic term "story" to describe my point. I really should have always been saying "script".  Story is a much more general and overreaching concept, applying to back ground story, game world, game universe history, game play activities, narrative, etc. My issue was always with the ultra scripted games, walking you from cutscene to cutscene, forcing you to go down certain paths, lead through roped off sets, choke points and bottle neck areas all so the developer's cinematic can make sense. I've always been in the school of the story should come from game play, not the gameplay just being a bunch of "whatever" you do in between cinematics. And I think thats why we've been disagreeing, when we were really agreeing, because different people think of different things when you say "the story" in a game. But between "story" definition, and various game genres and types, I think it all becomes too complex with too many variables, for my original point to make sense to everyone, or obviously even for me to explain it clearly.
 
I think we are seeing a heavy trend though where games from other genres are kinda being "RPG-ified", but that's a whole other topic. But that is partially I think to explain for the focus on...."the script".
 
For MMOs, the scripted quests are something you have a choice to do or not to do. I think the popularity of WoW is because of the variety of what you can do, from boss raids, to working the auction house, exploring the world, grinding for exp/gold/items, doing clan activities, or just socializing. A strictly scripted game has none of that. I was only bringing up WoW and MMOs to show the wide popularity of games that are not at the heart, "Script Based". Although, like you're saying, games will always have scripted elements. Something as simple as the concept of character attributes in a an RPG game is a scripted element. But scripted elements can be used in an overall dynamic way, instead of just relying completely on "THE script" to dictate how things will go down at every turn.
 
But yeah, 90% of games have narratives (potentialy very subtle), and 99% have some sort of goals. So I agree most games need some sort of narrative. I never meant to say that this kind of thing isn't true. But I think the key difference is the highly scripted narrative vs the open narrative. I feel the gaming world has the unique ability to craft open narratives, instead of relying on highly scripted ones. I've always just been trying to point out game reviewers have gotten way too focused on a game's "script'. Because I think more often than not, the script is not the most important thing, usually game play is. I think to focus on the script is to encourage the disposable nature of highly scripted games, and their lack of replayability. 
 
And I understood what you said before about replaying games is like rewatching a favorite movie. I rewatch movies all the time. But I think there's some important differences. For one, movies are 2 hours long. Many of these campaigns for 40+ hours long. How many 40+ hour movies would I rewatch? Probably zero. And let's be honest, games do no hold up near as long as movies do. Compare how many 10 year old movies you're willing to rewatch to how many 10 year old games you're willing to replay? Generally, for me, those types of older games are only replayableable because they had great gameplay.
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haggis

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Edited By haggis
@Dizazter said:
And millions and millions of people play MMOs, without much of a real script other than in the encapsulated quests..."
How many people would play MMOs if they didn't have at least some scripted quests? I doubt the numbers would be very high. Given the amount of interest in WoW expansions, for instance, tells me that a very large part of the game is playing quests created and scripted by other people.
 
Certainly not everyone wants a game with a full script and story. But that's also not what I've been saying. A story could be as simple as a few lines at the beginning explaining where you are and what is going on, or it could be emergent in the world itself. Just by creating a world, you're creating a story. It doesn't mean a script. It just means giving the player context for understanding what they are doing. Games like Tetris might not need this sort of thing. But most games do. And it's legitimate to emphasize in a review how well that world-building is done, and how well any scripted elements fit into it. Gamers will continue to disagree about how important such elements are, but there's no doubt that they are important. And for some gamers, story can in some cases overcome mediocre gameplay. Games need not be primarily about telling a story. But every game needs a sort-of narrative and/or goal to drive it.
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Edited By Bobstar

Just Cause 2 comes to mind.
 
And that's a pretty damn good game

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Edited By gazingout

No video games out there (with the exceptions of some sports title perhaps),be it  X-Com: UFO Defense and StarCraft and Advance Wars and Homeworld,   are even as strategically complex as Backgammon, (let alone chess or go or contract bridge), that's why designers are trying to make this simplicity up with insignificant garbage such as cinematic presentation or dialogue trees, to make video games looking 'respectable'. You can make a lunatic in an asylum looking 'respectable' by putting an Armani suit on him, that's what the game industry is trying to accomplish, mere cosmetics. 

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Edited By LackingSaint

I think what I love about story in games most of all is how it's probably the only medium where you can completely invent this grand epic story for yourself; look at something like WoW, Fallout or Minecraft, you're completely inventing your story and if you do it right you can make it quite compelling. This ability is something very much lacking in say film and writing, and something I really hope more videogame storytellers keep in mind. With Mass Effect 2, I think BioWare certainly did a good job making your personal experience and the linear story of the game intertwine really well, and the fact that it probably manages the balance ALOT better than most games is exactly why it's one of my favourite games of last year.

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Edited By Juno500
@LordXavierBritish said:

 
Can't a game have a story great enough that it is worth slogging through terrible gameplay for? 
 


For me personally, I'd say no.
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Dizazter

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Edited By Dizazter
@haggis said:
" @Dizazter:  I, too, agree with a lot of what you say, but this... 
 
 ...still strikes me as wrong. Even in MMOs, you're not creating your own story, really. You're going on quests that are pre-designed. They might be non-linear in that you can choose which quests to undertake, and your character type, etc., but the broad strokes of it are always the same. It's non-linear in that you can play quests in an A-B-C order, or a C-A-B order if you want, but once you actually start quest C, it's all still fairly linear. In the end, your choice of order rarely matters. Thus, non-linearity is still an illusion.
 
If your saying that the story changes because player one was a rogue and used a bow and arrow and another player in the same situation was a paladin and used a sword ... well, just about every game qualifies. There is very little difference between a game like Mass Effect 2 and Fallout: New Vegas when it comes to linearity other than degree. In the end, your choices matter about the same. Fallout may seem less linear, but in the end, they're both extremely constrained. One just pulls off the illusion better. Not that there's anything wrong with it being an illusion, I just think emphasizing non-linearity given the games currently released is misguided. They're all linear. Some just hide it better than others.
 
Yeah I think you might have missed most my point about MMOs. Your player experience is "your" story. Specifically NOT the quests, which are obviously scripted. But the fact that you choose what your character does. But this is what I was referring to before as the game experience story, than a scripted story. So you choose if you want to go exploring, what you'll explore, and for how long, and with whom, etc. Or what you'll fight, for how long, with whom etc. Your activities are your character's story. Hopefully that makes sense. Because MMOs obviously don't have a traditional story with an ending of any kind. And millions and millions of people play MMOs, without much of a real script other than in the encapsulated quests, so it's also evidence that not everyone needs a scripted "story-centric" game. 
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@TheGremp said:

" @Dizazter: I'm adding a third example to your list, from my perspective, because I noticed that you don't seem to have any idea that other people might like a game because of its story.
 
I never said that my opinion was like everyone else's.  Please tell me where I implied that.  I was telling you that people have opinions apart from yours, with me being the example, seeing as I am a member of "everyone else" in this situation.  Apart from shooters and fighters, I value a good story much more than gameplay.  That doesn't mean that I'm wrong in thinking that it's better than a game that has better gameplay. 
 
The point that I'm trying to get across here is that your "Game A, Game B" example made it sound like you were proving your point with fact, while in reality, that's just your view on things.  So please, shut up and sit down. "

You stated:
 "Your views on what makes a game good are not equal to everyone else's."   
Which seems to imply no one else shares my opinions.
So I wonder where you get that info from. Of course everyone has varying opinions, I never said they didn't. This whole thread is evidence of that.
 
You're confused if you think I don't understand people like games because of stories. I never said that.  All I've ever said, is that I don't think "storyline" is THE MOST IMPORTANT PART!  Why do kids these days assume that if you say something isn't the most important thing, they assume that you are saying it is the least important thing. That's false logic. I never said that, and never implied it. 
 
I think you're confused on the "proving my point is fact" concept. I was trying to use an illustration to get my point across.   I never said it was historical undisputed fact, give me a break. Because this whole thing is just a gaming blog, it is about my opinions, I've stated that AD NAUSEUM!!   Litterally every other sentence I state, "I think", "I feel", "In my opinion", "to me", etc etc etc, yet people keep accusing me of trying to "state fact" somehow?
 
MY POINT = MY OPINION
YOUR POINT = YOU OPINION
THIS BLOG IS NOT HISTORICAL FACT!!!
 (Insert other various obvious statements here)
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LordXavierBritish

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That's a pretty loaded fucking example there. 
 
Can't a game have such a horrendous story that it actually detracts from the game? 
 
Can't a game have a story great enough that it is worth slogging through terrible gameplay for? 
 

I GUESS NOT.

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Edited By haggis
@Dizazter:  I, too, agree with a lot of what you say, but this... 
 
"And although most would consider these a weak and boring stories, most people are "creating their own stories" when they play MMOs like WoW. They choose what character type, their name, what clan to join, what bosses to raid, what quests to go on..."
 
 ...still strikes me as wrong. Even in MMOs, you're not creating your own story, really. You're going on quests that are pre-designed. They might be non-linear in that you can choose which quests to undertake, and your character type, etc., but the broad strokes of it are always the same. It's non-linear in that you can play quests in an A-B-C order, or a C-A-B order if you want, but once you actually start quest C, it's all still fairly linear. In the end, your choice of order rarely matters. Thus, non-linearity is still an illusion.
 
If your saying that the story changes because player one was a rogue and used a bow and arrow and another player in the same situation was a paladin and used a sword ... well, just about every game qualifies. There is very little difference between a game like Mass Effect 2 and Fallout: New Vegas when it comes to linearity other than degree. In the end, your choices matter about the same. Fallout may seem less linear, but in the end, they're both extremely constrained. One just pulls off the illusion better. Not that there's anything wrong with it being an illusion, I just think emphasizing non-linearity given the games currently released is misguided. They're all linear. Some just hide it better than others.
 
I agree, though, that a game that actually let you really do your own thing and make your own story would be great. I think that's generally incompatible with game design as it exists today. Story has the benefit of limiting scope. We've seen nothing that comes close to allowing such a thing. In the end, quests are either generated by a random seed or designed by a human. Unless you're building your own levels, they aren't user generated. And if you're creating your own levels ... well, there's a reason the dungeon master isn't really playing the game the way everyone else is.
 
@LackingSaint: "You guys know that Story isn't the same as Writing, right? That setting, atmosphere, even sound design, characters and enemies are all a part of "Story"?  Just checking. "
 
That's actually part of my point, but said with many fewer words and more clearly :)
 
"Oh, and all the people saying a game can never have a story as great as a movie or book because there are more great stories in those mediums, i'm very glad you aren't game designers. This medium, especially this medium as we know it today, is INCEDIBLY young, and we've barely hit the tip of what we can do with storytelling in games."
 
I sometimes get misunderstood on this. Game stories generally are worse than movies or books, but it's not any inherent deficiency in the medium. Games are only just now being taken seriously as an expressive medium for telling stories. I'd love some great modern novelists try to write a game. Why the hell hasn't Neil Gaiman written a game, from the ground up, for instance? It's not that games can't have great stories, they just haven't yet. I'm looking forward to seeing where things are in ten years, or twenty. I think we'll all be amazed.
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LordAssinhiemr

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Edited By LordAssinhiemr

The problem with stories in video games is they are in video games. I don't care if you want to be subtle and tell me Mario is doing all this to save a princess but I'm the one controlling him so give me the fucking controller so I can get right to it. Resident Evil has a story. You know what? I don't care and I have beaten every single one of them to death.
 
I've seen great games receive a deduction in score because they had lame stories. Bullshit. If a game needs a good story to be good, then why is it even a game?
 
Oh, and fuck MGS too. Overhyped, story shoved down my throat can of shit.

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Edited By TheDevilSmurf

i see it to be the case that with games that are very similar, such as most Modern-day FPSs nowadays, the graphics wont make much difference for me. The story is what keeps me engrossed, what keeps me playing.I never have been an rpg sorta guy, but in the few i have played, i would say the story is the only thing that kept me coming back. Graphics are important to some people though, and i am fairly blind,

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KillyDarko

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Edited By KillyDarko

Well, that's your opinion, sure.
But a good story is the most important thing for me, in a game. Most games with awesome gameplay are cool while you're playing, but they fade from my memory pretty damn quick. A good story however, lives on :)

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Pinworm45

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Edited By Pinworm45

You're acting as if Mr.Story is going to come into your house at the middle of the night and rob your Gameplay, stealing from you gameplay that would have been good but was ruined because some guy decided to put a story in there instead. 
 
That's not really how it works..

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You guys know that Story isn't the same as Writing, right? That setting, atmosphere, even sound design, characters and enemies are all a part of "Story"?  Just checking.
 
 
Oh, and all the people saying a game can never have a story as great as a movie or book because there are more great stories in those mediums, i'm very glad you aren't game designers. This medium, especially this medium as we know it today, is INCEDIBLY young, and we've barely hit the tip of what we can do with storytelling in games.

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Edited By TheGremp
@Dizazter: I'm adding a third example to your list, from my perspective, because I noticed that you don't seem to have any idea that other people might like a game because of its story.
 
I never said that my opinion was like everyone else's.  Please tell me where I implied that.  I was telling you that people have opinions apart from yours, with me being the example, seeing as I am a member of "everyone else" in this situation.  Apart from shooters and fighters, I value a good story much more than gameplay.  That doesn't mean that I'm wrong in thinking that it's better than a game that has better gameplay. 
 
The point that I'm trying to get across here is that your "Game A, Game B" example made it sound like you were proving your point with fact, while in reality, that's just your view on things. 
 
So please, shut up and sit down.
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Dizazter

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Edited By Dizazter
@TheGremp said:
" Game C has terrible gameplay, but an absolutely amazing story. Game C is still more enjoyable than Game A.Your views on what makes a game good are not equal to everyone else's. "
 
Please shed some light on who you're quoting here.
(and are you sure everyone has the same views on what makes a game good?)
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Dizazter

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Edited By Dizazter
@haggis said:

I think it depends on what you mean by story. Even the old Atari 2600 games had a story of sorts: Pitfall, for instance. You're a guy trekking through the jungle to collect treasure. On some level, that's a story. Minecraft is one of those things that should just be what it is. But a little narrative to explain the creepers, for instance, wouldn't be a bad thing. And adding a few goals to give the thing some direction would make it more accessible to people.
 
In any case, you've done more in your example than simply add a story: you've changed the entire concept of Minecraft, not just added a story. But if you simply added some backstory, it would be better. It would give you context. What you've suggested is that adding a story necessarily changes the way the game must be structured. I don't think that's the case. You could easily add a story and some goals (which could be ignored, if you like) and the thing would be better. Different games demand different levels of storytelling. Minecraft doesn't demand a long, sweeping epic story. But it could certainly benefit from some broad-brush contextual narrative a la the early video game era.
 
As for non-linearity in games, I think it's all basically an illusion. You're still playing within the developer's rules, within the limits they impose. And while there's room for attempts at more fluid story-telling, there is a lot of demand for games with more coherent stories. I just don't find game reviewers focusing on stories in that type of game. I see them focusing on the quality of story when there actually is one, such as in Bioshock, Fallout: New Vegas, that sort of thing. No reviewers I know of are complaining about the lack of story in games where it isn't appropriate. "
 
 I think I pretty much agree with everything you've said here. 
 
True, very few games have zero story. Basically, pong. Just playing any game with any sort of goals is a story in itself I suppose.
I totally agree that minecraft could really benefit from some good "back story". Some sort of explanation like you said as to why you're there, where the creeps come from, etc. (But I think its vital to maintain that who you are, and what you're doing there, is up to you to flesh out) And that's what I was talking about with the different kinds of story, because when I started this post, I didn't mean "back story" or "game universe history" when I said story. I specifically meant, ultra scripted linear plot lines. 
 
For non-linearity I think it has been an illusion or a gimmick in many games, partially I think cause we're not there technologically, but mostly because developers don't have the time or resources to put into developing dynamically generating storylines and characters. But I think like how Minecraft (sorry I keep mentioning this game) is breaking ground in the realm of randomly generated game worlds -we need some major effort to be put into developing dynamically generating storylines. 
 
Personally, I think a game that has a story that is completely different every time you play, with different characters, different locations, and different props, would be an amazing thing.
 
And although most would consider these a weak and boring stories, most people are "creating their own stories" when they play MMOs like WoW. They choose what character type, their name, what clan to join, what bosses to raid, what quests to go on, what areas to explore, etc. Not something most of us would find interesting to hear about, but all the same, its a gameplay-based story unique to them.

And I wasn't trying to say reviewers are unnecisarily complaining about games not having stories, more I was saying they base far too much of their opinion for a game weighted on the story, and that seems to come at the cost of paying less attention to gameplay.  But maybe in fairness, that's human nature. Story is often the game's "decoration" so to speak, and it's probably an easy thing to focus on and criticize/compliment as we've had stories longer than we've had civilization, much less video games.
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TheGremp

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Edited By TheGremp
Game C has terrible gameplay, but an absolutely amazing story. Game C is still more enjoyable than Game A.

Your views on what makes a game good are not equal to everyone else's.