Quote: Original post by OluseyiQuote: Original post by nilkn
<el mouthful>
Replace every instance of "narrative" with "premise" in your thesis and tell me it doesn't still make sense. Why should a game be structured as an incremental reveal of a predetermined, fixed narrative gated by dexterity challenges and logic puzzles? Why do we need plot twists, non-player character development and all that melodrama at any point between "Go" and "You win"?
I don't think we do. Yes, I think that some sort of concluding celebration is valuable, psychologically if for no other reason, but I'm convinced that this concluding celebration could be programmatically generated from a "transcript" of the specific user's path through the challenges of the game.
Games are still an incredibly young art form, and I believe that as we get better at making them (and have more horsepower to run them), we'll create more complex environments that are no pre-scripted but rather emergent in response to the player.
Well, narratives provide the illusion of progress towards the fulfillment of some purpose, whereas premises do not. Narratives are usually present in games that lack any other truly satisfying measure of progress.
Super Mario Galaxy has plenty of measures of progress towards satisfying some purpose (getting all the stars, etc.). But look at Mass Effect. The narrative is really the only way to tell where you are in the game; it's the only way to measure your progress. Your character does develop, but enemies develop right along with you, and the game maintains pretty much the same static difficulty throughout. In short, the gameplay really doesn't change at all throughout the entire game. The narrative is the only thing that develops in any meaningful and significant way. Without the developing narrative (developments often taking the form of plot twists, new conversations, etc.), I think the game would have been a complete failure.
Maybe it wasn't clear, but I'm actually agreeing with you. Narratives are an easy way to provide a sense of progress when the gameplay itself fails to provide this. Better gameplay would not need a supporting narrative to motivate the player to continue. I suppose most of my previous post was an explanation of why a sense of progress is needed in a game.
I liked Mass Effect, sure. But I liked it much more as a story and not so much as a game. I don't think it could have worked as a movie because there's too much detail (not even a movie trilogy would suffice, I think, to cover all the information in the three Mass Effect games). I think it would excel as a book: it has great world building, good characters (especially the second one), a compelling plot, and lots and lots of dialogue.