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just_nonplussed

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just_nonplussed

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#1  Edited By just_nonplussed

Seems like you have your work cut out for you! Sounds like an interesting dissertation.
 
I'll try to give you some useful advice. :-) I've written quite a few essays before...
 
Try to think holistically about game design as narrative design. This means discussing games as a whole ('whole-istic'); as one medium. It's good to have specific examples to talk about in-depth, but always begin from a wider perspective. For example, then you will be able to easily compare say, GTA to breakout on the 2600, even if they're not in the same genre so to speak. It will allow you to connect all your examples in the essay much easier so they can feed off each other. But also, the idea is that games are games and they all tell stories regardless of how modern they are or whether they have dialogue or not. Go and research some Atari games and you'll see some early examples of storytelling in games. Download a ROM or something and actually play them; stuff like Pitfall, Missile Command, Adventure, and Kaboom (I wrote an essay on this that might help).
Also, story is fundamentally about structure right? So check out games by Nintendo from the SNES era. They have great structure, and while they don't generally tell grand, sweeping or 'original' dramas, they are perfect examples of harmony between play and narrative. Indeed, the gameplay and the game design is the narrative.
 
The big issue you could tackle is the difficulty lots of game designers have in creating meaningful internal logic in a game design, and the difficulty of integrating player choice, and pre-written storytelling script. There are no rights or wrongs, and many ways of doing it - but there are also many pitfalls.
 
Here's some stuff I wrote on Shadow of the Colossus's storytelling.
And more on Kaboom. I have some other stuff on my blog if you want to check it out. I also made a small game called 'invisible wall' (check my bio) to demonstrate how story can be told simply through simple interaction and visual symbols. 

Good luck, and remember the difference between the story the player creates and the story the designer tries to tell - and how these interact.

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just_nonplussed

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#2  Edited By just_nonplussed

oh, i didn't know that mass attack was going to be like canvas curse. thanks for the info! canvas curse is one of my favourite DS games. HAL make some great little games.
 
on a side note, the sub title 'mass attack' does sound kind of alarming. lol. rhymes with 'gas attack'. makes kirby sound like a terrorist.

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#3  Edited By just_nonplussed

Gamers aren't very good at describing things period. I think they generally struggle with words, or you know, thinking in general.
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#4  Edited By just_nonplussed

 
What makes Metroid so beautiful..?
 
For years I've been entranced by the beauty and elegance of the Metroid design, but unable to articulate why. There's always been something esoteric and mystical about that world. You're always generally alone, exploring alien terrain and discovering mystical artifacts. Samus is like a detective, searching for clues; working out the puzzle that is the environment that engulfs her. You can never trust your senses in Metroid, as walls often aren't there, or lava turns out to be an illusion, often hiding secret passages and hidden items. There's always a silence to this investigative gameplay that seeps into you and begins talking to you directly. These are some things that are beautiful about Metroid, but I want to explain something more fundamental.
 

Knowledge is Power


I'm sure most of you have heard the statement, 'Knowledge is power', but what does it mean exactly? Well, it struck me the other day that I could partly sum up the beauty of Metroid using that statement.
There are two parts to a Metroid game: action & exploration. Metroid has always had an emphasis on shoot em' up gameplay and speed of movement, but it's also equally been about exploring new worlds and areas, and searching for hidden things. Each Metroid is balanced differently with regards to these core elements. The first Metroid on the NES had such a huge world that it is more about surviving and searching and less about the sheer destructive power of Samus. The second Metroid on Gameboy focused more on action elements and tasked the player with the complete genocide of the entire Metroid race, yet it still had the enormous and expansive organic world to explore. 
Super Metroid to me, was a perfect blend of action and exploration in a way that felt effortless. The previous Metroids were quite difficult and sparse. Super Metroid on the other hand was much tighter and graphically much more colourful and full of texture and the 16-bit sound was also much more immersive. In Super Metroid there was something new, something slick, something compelling, something haunting. In Metroid Prime, the series returned to its NES roots with emphasis on light platforming and discovering a huge world. Metroid Fusion and Other: M still combine a good balance of both action and exploration, but the way they're combined is more restrained and guided; power gained contextual meanings.
 
To me, the beauty of Metroid is in how action feeds off exploration and how exploration plays off of the action elements. The items you get from the Chozo aren't really items in the way an item is in Zelda. In Zelda the item is a physical thing that Link takes out and uses, and solves puzzles with spatial reasoning and logic (A boomerang or sword for instance). But in Metroid, Samus absorbs the Chozo (Alien) powers into her suit; it is almost as if she is receiving knowledge from the Gods, knowledge that she uses to locate more knowledge to explore more areas to locate more knowledge, and so on and so on. This is the beauty of the flow of Metroid; the slick, compelling pacing that builds and builds. As knowledge is gained, you always want to know more! Except in Metroid, the statement 'Knowledge is Power' is made literal, thanks to the representations of the visual medium of games. The spider ball can be considered an ability or power-up, allowing Samus to stick to walls in Morph ball form to search new areas. But it is is less about the 'thing', and less about becoming more powerful, than it is about using knowledge as power to gain more experiences. The missiles for example, are primarily used to open doors, and the space jump to reach high up areas. It's power in the service of experience. Metroid is not a power fantasy, and it's not a fantasy about control; it's the lust for knowledge and the passion for experience. And that is powerful! That is beautiful.
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#5  Edited By just_nonplussed
@MrKlorox said:

@Video_Game_King said:

@MrKlorox said:

I kinda wished Nintendo would have focused more on the Metroid aspect than the Zelda aspect for their 25th anniversaries this year. Then again, the Ocarina of Time game style is clearly what metroidvania is supposed to be like in 3D... so whatever.

Huh? How? I can see parallels, but they're not analogous.

Both the Metroidvania style (Shadow Complex) and the 3D Zelda style (Darksiders) are built upon the idea of exploration, and gaining new abilities that act as keys to enter new areas that were previously unaccessible. That to me defines Metroidvania. However, Metroidvania doesn't really have as much of a focus on puzzles.

Metroid Prime even feels like Retro Studios said, "Let's make a game like the 3D Zeldas in first person using the Metroid universe."

 
Metroid Prime didn't really feel like Zelda to me. However, with Metroid Prime 2 and 3, Retro Studios actually did make structural changes to the Metroid design and made the world feel more like a Zelda. For instance, in MP2 they placed a lot of emphasis on keys and locks and special glowing orbs in a very RPG way. And in MP3 they straight up had the player travelling to temples on an overworld map. But otherwise, I think Metroid has its own special identity and flavour - both in 2D and 3D.
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#6  Edited By just_nonplussed
@ArbitraryWater said:

I don't think I have ever played a Metroid game the entire way through. I keep on meaning to get Super Metroid off the virtual console (based on the assumption that the original is unplayable, which doubtlessly it is), but my backlog is horrendously big enough as it is. Ah well, Happy Birthday Samus, may your characterization continue to be a point of contention among people with too much time on their hands.

Yeah, but I think players should be reminded that she is gaming's first lady; the first playable female character in a video game. That's more important to me. I guess Pauline from Donkey Kong is technically the first woman in games, but she's quite minor and unplayable.
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#7  Edited By just_nonplussed
@Video_Game_King said:
@MrKlorox said:

I kinda wished Nintendo would have focused more on the Metroid aspect than the Zelda aspect for their 25th anniversaries this year. Then again, the Ocarina of Time game style is clearly what metroidvania is supposed to be like in 3D... so whatever.

Huh? How? I can see parallels, but they're not analogous.
 
Structurally they are very different games. Even though Zelda has a similar emphasis on dungeon exploration, and it was the first great 3D action-adventure, Metroid has always been about a seamless and inter-connected map that is largely sub-terrainian (And I think because of this, it's more about coridoor design...More mechanical and robotic). Zelda is more about its characters, the puzzle design and the overworld. The pacing of a Metroid is also completely different to a Zelda.
 
Personally I love how flexible Metroid is as a series. It can turn its hand to both action and exploration very adeptly and seamlessly. It can also work in both 2D and 3D, from a variety of perspectives. Zelda has generally stayed the same over the years, maybe with the exception of Majora's Mask and Adventure of Link.
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#8  Edited By just_nonplussed
@STUVNING said:
Some great tracks on that album. Played trough the entirety of Super Metroid for the first time last sunday. The only 2D Metroid I hadn't beaten up until then

I love Super Metroid. I generally think it sums up everything that is great about the series because it perfects the formula. Though these days I don't regularly play it. I keep coming back to Zero Mission though; It's just so much faster!
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#9  Edited By just_nonplussed

 
Some people love you. Well, maybe not Nintendo because they haven't bothered to do anything.
  
Anyway, some musicians have created a free tribute album celebrating the series through the eras. It's fitting as music has always been a strong part of the Metroid experience. 
 
No Caption Provided
 
Game Informer has the story, and the link to the music. 
Also the Metroid Database has some celebrations of its own, thanks to the passionate fans.
 
 
Long live Metroid. :-)
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#10  Edited By just_nonplussed
@biospank said:

okey reason why I dont see games as art is.

1. games are designed so your dopamine receptors or other pleasure parts of the brain stimulate, it is the same stimuli as gambling(for the brain).

2. a painting will never go too far unlike video games when it comes to violence, blood n gore, sexuality, etc. Because it is all about what the painter is feeling not what the audiene is feeling. The only limitation for the painter is his morale, not "what will sell" view.

3. story's are very often just crap, while there are just crap films. but video games kinda takes the cake on that one. because we stop playing the video games because it has bad mechanics or gamebreaking bugs n glitches not because the story is so shity, if we would stop playing games because the story was pure crap then most people would have stoped within act2 or 3 on gears of war2. there are more examples of crapy storys but I really dont want to make a list about it.

4. Video games should be looked upon as games like poker and risk, dnd, warhammer, etc.

Btw i dont look films as an art form.


Thanks for your opinion, but the blog was not written to debate this point. You can debate it yourself if you like. I stated at the begining of the blog that I saw games as art, and that the purpose of the blog was not to dispute or discuss this. It was that more original games could come if the context was changed from the living room to the gallery, because the Art industry is one which actually relies on new things being created all the time; it's not just a bonus.