Quote:Original post by Trapper Zoid
Quote:Original post by stimarco Oh yes it does. It's just not one written in words.
Try watching other players playing it and talk to them about the game after they've finished a session.
Remember: stories are what you get when entities interact. A good story is merely a description of interesting interactions. What one person finds interesting is subjective and that is why some people like poker while others prefer football. |
Quote:Simulations are essentially completely open and the more accurate ones often make little or no effort to ensure that the stories the player can make from its elements are interesting. (For straightforward simulations, the reward usually comes from mastery of the interface and model(s) being simulated rather than any form of explicit story structure. The learning process is the fun bit.) |
I'm a bit confused as to what you are considering a story. I agree with the second statement I quoted but less so with your first.
I think it's not accurate to describe a story as merely "a description of interesting interactions". A listing of moves in a top level chess match, an audio log of a police chase, or a listing of famous events in the 14th century are descriptions of interesting interactions but I wouldn't by default label those as stories. A story however needs structure and pacing to make it evolve from a mere chronicle. It's more about the encoding than the content. |
You have a point in that my reasoning isn't all that clear. (It's late and I rarely proofread my posts when I'm tired; it just makes things worse.)
My rationale is derived from a lot of research and 20+ years' experience in the industry rather than lifted out of a book I can point to, so it's... well... tricky to explain in a few short lines.
Basically, I consider a story to be defined not by its form, but by its effects on the reader. (Or "player". I tend to use the two words interchangeably in this context.)
I also have good reason to believe that the traditional, structuralist view of how stories work -- plot, characterisation, world-building, etc. -- is far from ideal.
What people call "Plot" tends to fall out of the interactions between characters and their environments, and there is much empirical evidence to suggest that most readers really don't care all that much about tight plots and the like.
I've heard this same viewpoint from a number of published authors, so it's not just Hollywood movies. A lot of "airport blockbuster" novels -- Clive Cussler's ouvré for example, or even Dan Brown -- have shockingly thin plots and are little more than set-pieces joined together with bits of sticky tape and string.
A story doesn't need to make
sense for it to be a great story. Spike Milligan was famed for his absurdist and surrealist comedy. Similarly, the Pythons showed that a joke doesn't even need to have a beginning, middle and end. We can use implication and semiotic short-cuts to imply punchlines.
Legends are often full of contradictions and blatant impossibilities. Mortal females apparently found gods in the form of
bulls seriously attractive. Religions have been founded on equally flimsy foundations. It's not what you say, but how you say it. Nowhere is this more true than in storytelling.
A story isn't about the plot. It's about the characters. That's all people have ever been interested in. It's why soaps like Coronation Street are among the longest-running TV programmes on Earth. No matter how often the writers recycle the same old "X falls in love with Y who is having an affair with Z who happens to be married to X"-type stories, viewers still persist in watching these soap operas in their millions. Why? Because they don't give a stuff about the
why. They're only really interested in the
what, how and
who with.
Similarly, many popular crime series -- "Columbo", for example -- even go so far as to give away the "whodunnit" part right at the beginning. The story comes from the detective's interactions with the suspects and watching how he teases out the truth. Even though the audience already knows the answers, it's the journey -- not the end itself -- which creates the tension. Unlike traditional Agatha Christie mysteries, the enjoyment comes not from solving the logic puzzle yourself, but from watching how the characters discover the pieces and fit them together.
Fuck plot. Nobody cares about plot. Hollywood has been getting away with projecting overblown theme park rides onto our silver screens for decades and nobody's noticed. There's a damned good reason why "a rollercoaster ride of a movie" is such a cliché: it's both figuratively and
literally true.
I could write much more on this subject, but I've got to go to bed.
Regards,
Sean Timarco Baggaley (Est. 1971.)Warning: May contain bollocks.