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Research: Please Help.

Started by February 21, 2007 04:23 AM
16 comments, last by Lady Haiku 17 years, 11 months ago
Cg games, please remove your replies to this post. Your comments have nothing to do with the post topic. And yes, the URL you provided seems suspicious.

As for those who have been responding to the survey, thank you so much. :)
I'm really excited about other responses people are going to give. ^__^
1.) 7-21 hours a week.

2.) MMOFPS (Planetside), RPG's (Fallout, KOTOR), FPS, Horror. Usually any genre.

3.) Yes, stories are very important. If Halo didnt have a story, I doubt it would be as big as a success that it was. KOTOR is also an example of how storytelling is a huge part of a game.

4.) Not sure what you mean. Its important in designing a game, but not a priority for commercial games, since our society now is much more cosmetic (We like better graphics, rather than a better story)

5.) Yes. If theres nothing pushing you to play more, there usually isnt a reason to play for more than 20 minutes.

6.) My favorite story comes from KOTOR, because of its plot-twists, and how it lead up to the plot twists. How they laid little 'tid-bits' in the dialog that revealed others pasts, etc.

7.) They please me. They push me to play more. Without a story, there is nothing pushing a player.

8.) No Comment.
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Sorry about cg games, folks. Carry on.
Quote:
Original post by Lady Haiku
Hi Everyone! I'm taking a research course about Game Design in a university. I have chosen the topic of Game Narrative/ Interactive Story-Telling because I hope to one day become a Game Writer or Designer. One of my major tasks in the methodology of my research is gathering people's opinions about the impact of stories in electronic games (console/PC games). I would truly appreciate any responses to the following questions. The more the better. :) Thank you so much for your time and support.

No worries. Although for this survey you'll have to take into account the typical readers of this game development board. Since we're all involved in game development I would expect a more hardcore audience than the general gaming publich (from my experience we're mostly aspiring game devvers, although there are some full-blown hobbyists, indie and mainstream devvers in the mix. More programmers than artists, writers, business or other miscellaneous).

1. These days I play roughly 7 hours in a week (about an hour a day); was much more of a player when I was younger.

2. I play a variety of types of games: RPGs, Strategy (more turn based than real time), Action through Action-Adventure to Adventure of all types, Management Sims (SimCity style, although a few turn based ones as well), Puzzle, Platformers (although I'd put that under action), or anything quirky and different. It might be easier to describe what I don't play: hardcore simulations (realistic air sims, car racing), anything with a heavy online multiplayer component (MMOs, most FPSes).

3. A difficult question to answer succinctly. I like to split game elements into two parts, the gameplay mechanics and the aesthetics. Both are important, although you can have a good game that is much stronger in one area than the other. The aesthetics contains story as well as graphical style, writing style, audio and music and many other elements associated with polish. In that sense, the story elements can be very important in making a good game. However, by my definition it is not part of the other half of the game design: the gameplay mechanics. It also is entirely possible to give a storyless game good aesthetics through other elements.

4. This depends what you mean by the "game design process". The game design process continues through the entire development period of the game, so if your game is heavily story based then it will be a major component.

5. Again, it depends on how heavily based around story your game is. Most games are just fine without much or even any story at all. But if your game has a story at its core (like most RPGs) then obviously it would suffer from poor storytelling. An exception I'd make is for FMVs; I really don't like these in any game, and consider them a poor form of storytelling in an interactive medium. I prefer at least an in-engine cutscene to keep a sense of immersion (although do not go overboard on these too if you can help it!)

6. I always find choosing favourites to be tough, especially with something like story which has many different elements. I would probably pick Planescape: Torment for the general theme and writing, although Grim Fandango would be up there for a more cinematographic feel. But there have been many games where I have enjoyed the world they provided, even if the story as such was merely a vehicle for exploration - the Legend of Zelda series is a well known example of this, as was the Twinsen games.

7. Character dialogues: I like these in a story based game, whether text based or voiced by a (good) voice actor. The exception would be if there were done while I needed to be focused on something else, such as an action sequence.
Introduction to Story Background: I don't mind skimming through this, although I prefer it if the introduction is integrated into the gameplay. Make this interesting, don't make it too long, and above all if it is done as a cutscene at the beginning of the game make it skippable.
Cutscenes (non FMV): For the right sort of game, and if they are skippable or at least fast forwardable (skipping lines of dialogue individually), they work fine. I prefer it if these are not overdone.
FMV cutscenes: I don't like these at all, partly a reaction to the terrible use of these during the early CD-ROM era of games. They are invariably done in a different style from the rest of the game and badly mix, and give me the impression that the designers would prefer to be working on movies than games. I will watch them so I know what is happening in the game, but I prefer it if the cutscenes were done in the game engine itself.

8. I have only worked on a group game once, and that was based on a book so the story theme was already written. However we did have a writer who wrote the specific game dialogue and mission objectives for the game who also doubled as the designer. But everyone on the team had a say on the everyday issues of game design and balancing. The writer/designer left most of the other details to those who were qualified to deal with them; the artists and audio guy had fairly free reign, and the programmers could do whatever they thought best with the internals. The lead programmers in effect had more power over scrapping game design elements than the writer/designer due to their importance in the team.
1.) an embarrising amount of time

ive been playing games since i was four and all the games that were great were games that made me mad and and put me through alot. graphics are good. easy to use cumstimizations and lots of it are great but arent total either all my favorite games made me feel mentally tired and had a satisfying ending. its really about those moments that send your adreniline through the roof. its got to be over the top. devil may cry had good graphics but didnt really do it for me. a game called gungrave blew my mind away. it was just repetive shooting, but when i got to the end standing on top of structure built way into sky and i was face to face, mano e mano, with the guy who put me through it and you just stand there with a gun on him and the all you can hear is the wind blowing all you do it was push the x button (ps2) and shoot the guy and then the screen fades to black. it gave me goosebumps. and gungrave overdose was just as good. you end up fighting a guy who is pretty much indrestructible and when you kill him it goes to a cut screen where he swings the coffin on his back around jumps on the guy and the coffin turns into a ginourmous gun and standing on his chest pointing the barrel right in face and proceed blast him in the worst way possible. also in mgs sons of liberty when you otacon are about to face down an army they do that hand shake everything in a slowmotion dream like state and they turn around the corner and bang, that was great. its about putting the player through heck and giving them whats what in payback in the end. build them up for a moment they wont forget. i dont if that helps but it saved a couple of games for me.
so you got a tank, big whoop, wanna fight about it
Wow. This is a good research topic because there is nothing really solid and firm about Game Narrative, and as many developers say, it is constantly changing and evolving. Thank you everyone, for your wonderful response.
It's been so helpful to me! ^_^

Please feel free to add onto these answers, folks! Hehe, no pressure. ^__^*
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1.) How many hours of game do you play on average per week?
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I am a binge gamer. If I am playing games then I play 40+ hours a week. But at times I go long stretches with out playing games at all. I tend to get a game and consume it in a few long sessions.


2.) What type/ genre of games do you play? (Ex. RPGs, Action-Adventure, FPS, etc.)
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(Ex. RPGs, Action-Adventure, FPS, etc.) I like all genres, except Japanese style RPGS.

3.) Do you believe that the story element (characters, storyline, background information) in games (console/PC) is very important to the gameplay? Why or why not?
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To gameplay, very little.
To the overall expierence, very much.

If I am driving a car, the only thing that really matters is its engineering and mechanics. However, no matter how well built the car is It won't be very fun to drive if it smells bad, looks ugly, and designed by a child molestor.

The looks, atmosphere, setting, and history do play a role.

I tend to not pay attention to story at all, unless it is hideously bad, or extremely good. I don't play games for stories, but they can add value or subtract from it.

4.) Do you believe that game narrative/story-telling is a major part of game design process? Why or Why not?
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Yes.

Game mechanics and Game Fiction are discrete. However a whole game is a combination of the two. Who have to present the game state in some fashion.

A single Fiction can represent any number of different Game Mechanics. And each combination is a new Game.

However, a single Game Mechanic can be represented by many different Fictions, but we tend to not call these new games, but clones, rip offs, or simply non-innovative.

Even minor changes to Game Mechanics can create the feel of a very different game.

Both the mechanics and fiction are two parts of a whole game, but the mechanics have a much larger weight.


5.) Would a game suffer greatly without any game narratives or game story-telling elements, such as character dialogues, FMVs/cutscenes, introduction to story background, and etc? Why or Why not?
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No, to the things you listed.

But I would suggest it would be hard to create a modern game without any Fiction at all.

Games are multimedia products. Unless they are represented solely with numbers, there will be visual and audio components that when put together, even randomly, will generate a Fiction. Stories can be told with many different tools, text, dialoge, images, colors, sounds, animation, setting... etc...

So yes, a game would suffer without ANY of those. Personally I enjoy games with all of the above items minus the text and dialoge.

6.) What is your favorite game story from a game that you have played, and why? (For example: "My favorite game story comes from the game ICO. I love it because...")
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I loved ICO too. It is one of the few game 'stories' that I grew attached too.
I like characters. I tend to ignore plots in movies and just concentrate on the actors and thier characters.

I like Iolo from Ultima, and Dupre. I liked in Ultima VI anytime you passed a bar, Dupre would leave the party to go get drunk. It was his character. To me thats good story. The over-arching plot of Ultima I barely paid attention too.



7.) How does game narratives, such as character dialogues, FMVs/cutscenes, or introduction to story background, affect your gameplay? (Consider: Do they encourage you to play the game more? Do they halt our gameplay and interrupt your concentration? Do they annoy you or please you?)
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Generally annoy me. But that is becuase I think most of it is badly written so it is hard to judge. When it is done write it can be very entertaining.

I perferr if it happens WITH the game. If game play stops in order to tell stories I find it annoying. Even if well crafted.


8.) Last Question:
[For Game Designers or anyone who has created a game with a GROUP of people ONLY] In the Game Designing Process, is there a person with the specific role of creating the game story, game dialogues, and game narratives? (Ex. Game Writer) If Yes, how much influence does the person have over all other elements of the game design, such as gameplay or mechanics, programming, audio/music, and visual arts? If No, then who writes the game story, game dialogues, and prepare the game narratives--- the game designer?
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I have worked with several groups. All working on small non-retail, hobbiest, or university projects.

However, we have always tended to avoid story-lines and dialoges. I think this is mainly due to the groups I was a part of, as none of us where writers or interested in writing stories or dialogues.

It would have been advantages to have someone to put a story together,come up with characters, and work with or direct visual artist.

I would think a good setup would be

Game Designer- decides genre, very basic overall story, and what the player does (high level mechanics) - coordinates with the other positions trying to keep everyone heading in one direction.

Game Writers - flush out the story, create characters, etc..

Artist- visualize settings, characters, create art assets etc...

Level Designers - put the mechanics to work, uses those art assets, tie story and game play together

Programmers - flush out mechanics with designer and implement them, create the tools for artist and level designers, and make it all work.

The groups I have been in have been without the Game Designer, Writer, and Level designer positions.

But they would have helped.
As expected, it's split between two sides. Some people comment that story is pointless, others say stories are really important. (This is considering all the results, not just from this forum.)

It seems that more people are leaning towards the side: "Story is good to have, but not necessary." Games today are changing from what we used to play ten to fifteen years ago. How stories are told through games are also slowly taking shape.

Thank you, everyone, for all your beautiful responses! ^__^ My research will be finalized within 2 weeks. So till then, feel free to continue commenting or filling out the survey.

(I'll be back! ^_^)

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