Quote: Original post by Estok
Zennith seems to have a better grasp of the advantage of game as a medium. TechnoGoth and SS had only reiterated the list of techniques common to other media. I would have assumed that those are common knowledge, because these techniques are commonly used in cutscenes and level designs.
The edges that are unique to games are interaction, self-expression, and choices. And these can be the carriers of a story.
On the other hand:
How would you make the player feel brave about certain action, through dialogues, cut scenes, atmosphere, and game play?
In general, movies and books cannot create this emotion in the audience directly. The audience might feel, "wow, the main character is brave," or "I can feel the courage presented in the situation," but not, "wow, I am brave." It is because courage requires initiation, risk, and decision, which do not exist in media such as books and movies. Games, on the other hand, provides those channels through gameplay.
Games, movies, and books are all the same in the fact that they can only produce indirect sympathetic responses in the audience. Feeling brave because you see an action hero leap off the roof of an exploding building and into the enemy helicopter with guns blazing in a movie. Can invoke a far great emotional response in the audience then if the they had jus done in a game. A game is just vehicle for delivering media the audience based upon their interactions with that media. Whether this is an advantage or handicap depends on your point of view.
The key aspect of games over other media is user interaction since the user. It’s also because of this that games tend to restrict storytelling to cut scenes and dialog. Since the original question was "how can you deliver the story to the player", perhaps we should rephrase it to "How do you tell a story through user interactions and game response?". It is my personal belief that storytelling in games can only improve if we stop constraining story telling to fragments of other media such as movies and books. Instead a games story should be woven around and infused into the game as deeply as the game play.
Quote:
To demonstrate what I meant by imprecise story carriers, here is a story with no cutscenes, no dialogues, and no written words:
You were a young pilgrim in feudual japan, the game itself is about your life in the setting. You were on your pilgrimage across the land. As part of your training, you were not allowed to speak. At one point in the game, you arrived at the ruin of a village that was overrun by a warlord. In the burning wreckage, you found the bodies of the peaceful villagers that you had seen in during your previous visit. As part of the game options, you decided to inceinerate the bodies and pray for them. While doing so, you found an artifact, that was being protected under the corpse of a woman. There was the gift you have previously delivered to her in behave of her husband. As the bells of the staff whistled in prayer before the incineration, you wondered whether you should return the gift. You wondered whether there was something you could do about the war. You wondered whether the true meaning of your training was to remain silent, or to understand when to break the silence.
This delivery is imprecise, because the player is not explicitly led to think about the issues. For instant, some players would not have helped the delivery in the first place, some might not have thought that they could bury the bodies. It all depends on what the player interpret out of the events and the options. This implementation is appropriate because the message of the story is not about the exact events during the pilgrimage, but the meaning of the pilgrimage itself. The story is open ended in the sense that it allows the player to be content with whatever meaning the player can make out of it.
You talk about lack of precision but a story isn't about precision a writer seeks to create a story with a certain topic or message they want their audience to think about and interpret for themselves. It’s all about what you think, not about what I tell you to think.
You talk about the player finding the meaning of the pilgrimage and not about the actual events so why can’t the game reflect this in any way other then through cuts scenes?
Let say you want to tell a story about futility of vengeance and how constantly seeking revenge eventually leads to self destruction. Then have the game play reflect this. If every action/mission/quest the player accomplishes during their pursuit of vengeance causes more harm then good to those around, if people react the player with a look a fear as they purse their quest, until finally the player kills the focus of their revenge but their quest has left them empty and alone. The game can get across the message your trying to send a lot more effectively in this manner then if you had a long cut scene at the end to this effect.
Don’t show or tell the player the story in a game let them experience it.