Game story theory
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Re: Game story theory
Posted by reaper47 on Thu May 24th at 10:19pm 2007


? quote:
Other games approach the issue by defining the hero as little as humanly possible. Half Life 2 is an example of this category. Although you technically play as Gordon Freeman, it feels much more like you yourself have been sucked into Valve's beautiful, dynamic, lovingly crafted world. But in the end this hurts the story side a little ? Alex?s role as a potential love-interest feels more like the developer flirting with its fan-base than a romantic sub-plot.


ahh, cynism <img src=" SRC="images/smiles/icon_biggrin.gif">






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Re: Game story theory
Posted by Le Chief on Thu May 24th at 11:43pm 2007


@ Yak_Fighter- I'm actrully 15 years old and The Halo story is so much more complex and better than that. I could get into it and discuss it but I think I would die before I explain every aspect. The half-life story, while being good is actrully pretty simple with the biggest mystery being the gman and xen.

My freind highly reccomended a game called Deus Ex and burnt it and the secal for me and told me to play it. Its actrully pretty frikin sweet (the story) although being as old as half-life (i bet somones gonna quote me on that). It has a very interesting structure and I deffenetly learnt a few tricks from it that I could shove in reddawn. yeah...

Omg everyone has such good replys, one day I'll write like that.







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Re: Game story theory
Posted by Yak_Fighter on Fri May 25th at 1:06am 2007


Let me highlight the most important part of my post you failed to read:

? quoting Yak_Fighter
Did I skip over alot of the [Halo] story, miss important plot points? Yes. Now realize you did the exact same thing in your post.

As in, I was purposefully glossing over much of Halo's story to show you how you yourself were glossing over Half-Life's story. But why am I bothering





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Re: Game story theory
Posted by Naklajat on Fri May 25th at 1:10am 2007


? quote:
one day I'll write like that.

image



=o



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Re: Game story theory
Posted by Yak_Fighter on Fri May 25th at 1:15am 2007


Image macros aren't funny.



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Re: Game story theory
Posted by Le Chief on Fri May 25th at 1:35am 2007


.... Baron Baron Baron.

@ Yak...- Oh sorry Yak_Fighter. I'm very sick today got a massive headache, sore everything and all. I know what you mean. But the Half-life story is a simple one. Good and simple.







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Re: Game story theory
Posted by G.Ballblue on Fri May 25th at 1:39am 2007


Well, let's see:

I think in many regards, I probably did "skim" the Half-Life story to some degree. I suppose complexity is the word I should use. Guess I can't get too more descriptive than that, on my end.

Off topic: Aaron, I fail to see why you can't write normally, now. <img src=" SRC="images/smiles/leper.gif">
And Yak, cool it a bit <img src=" SRC="images/smiles/icon_wink.gif"> No need to get too fueled over anything that's going on here.



Breaking the laws of mapping since 2003 and doing a damn fine job at it



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Re: Game story theory
Posted by Le Chief on Fri May 25th at 1:45am 2007


Also off topic: I write casually (if thats the write spelling), most people on snarkpit write like there emailing there boss or somethin. :P





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Re: Game story theory
Posted by Yak_Fighter on Fri May 25th at 4:13am 2007


? quoting G.Ballblue
And Yak, cool it a bit No need to get too fueled over anything that's going on here.

I will murder you in your sleep.





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Re: Game story theory
Posted by Crono on Fri May 25th at 4:40am 2007


God, where have you been?


Blame it on Microsoft, God does.



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Re: Game story theory
Posted by Riven on Fri May 25th at 5:31am 2007


First off, excuse me, it's Alex, not Alyx. (Sorry Valve)

Secondly, I did read that article; a very, very good article. I did get a lot more out of it than this, but just to lay down my view on the table:

? quoting Ben Schneider
"Other games approach the issue by defining the hero as little as humanly possible. Half Life 2 is an example of this category. Although you technically play as Gordon Freeman, it feels much more like you yourself have been sucked into Valve's beautiful, dynamic, lovingly crafted world. But in the end this hurts the story side a little ? Alex?s role as a potential love-interest feels more like the developer flirting with its fan-base than a romantic sub-plot."

Here's what I have to say about that: Because we are Gordon Freeman, every interaction we have with other characters is with us after all. If that is the case, what makes Alex's potential love interest any different? It's just like Dr. Eli's respect towards us, and Barney's cheerful attitude to see us. To claim that Alex's role is a different experience is poppyc**k. EVERY interaction with the player is like the "developer [interacting] with its fan base." The story is beyond that. I know he was just using that as an example, but personally, I believe that Valve has stumbled onto a more pure way of telling a story in a game. Yes, you are Gordon Freeman, but you have to have a name. Why not let me be So&So McGee(your name)? Well, So&So McGee isn't a physicist, Gordon Freeman is. So&So McGee isn't gonna save the world, Gordon Freeman is. So in retrospect, we realize Gordon, while being the player at the same time, still has an identity of his own that the player shares with him. So, the player now has not only a common identity with other characters, but also an identity with the main character himself.

? quoting reaper47
I'm really not sure if classic writing techniques can be applied to interactive media so easily.

(I keep quoting you because you make some very interesting points
. Don't worry, I don't have anything against you,.)

It is true that a lot of the "language" of drama and film must be juggled around with before looking at it through the lense of the electron microscope of gaming, but most of the vocabulary and techniques still apply to any game story. I'll attempt to point some out:


  • Every game story, as every other story, should begin with a theme. This is what will give you the end to your story, and all points in between.

  • ? quoting Lajos Egri in The Art of Dramatic Writing
    "And it must be a premise worded so that anyone can understand it as the author intended it to be understood. An unclear premise is as bad as no premise at all."

    What Egri means here by premise is taken to mean the idea or situation that a story is based from. It would be best though to look at it to mean a theme.

  • Players need to have conflict, meaning the story needs to have conflict. This is what gives the player the urge to move on.
    ? quoting Egri
    "Conflict is the heartbeat of all writing. No conflict ever existed without first foreshadowing itself. Conflict is that titanic atomic energy whereby one explosion creates a chain of explosions."

  • Every good story needs characters; this should be pretty evident by now.

  • All stories are susceptible to universal themes. Game stories, just like all other mediums, have the same potential to burst out of the bubble. But be weary, not all themes are universal truths. "Poverty doesn't always lead to crime." But themes like "doing bad stuff is bad" and "evil must be fought" are pretty universal.
    ? quoting Lee Sheldon
    "Want to make your game stand out from the crowd? Find a theme that is less lofty, but more personal. It will focus your writing and your game."

In short, games are very susceptible to traditional writing, but they have potential for a lot more stylization, which means new methods to be tested, which I think Valve is doing a wonderful job for doubling as a research facility.

One last thing: This started out a good thread, but, with all these "off topic" discussions, it's beginning to create more posts than the "on-topic" discussions. If you have something "off-topic" to say, please, take it to a different thread. Thanks.







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Re: Game story theory
Posted by Le Chief on Fri May 25th at 10:26pm 2007


Riven you have out done yourself.

*Golf clap for Riven*

Since where all on the topic of Half-life. The residence cascade (very bad spelling). Everyone is always going on about how the player/gordon created this mess and how it is the players fault (people in the game and actual people say this) but was it me or does anyone fell like they/gordon didn't cause it. All I did was climb up a ladder and press a button and push some cart thing because the scientists told me to. If I didn't than nothing would continue and I would be board in the room for ever. I think Valve did a poor job on makeing the player belive they caused the mess. The player hardly does anything.







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Re: Game story theory
Posted by Biological Component on Mon May 28th at 11:12am 2007


The best games have stories that don't matter-- Like Quake. It's not a book; it's a game.



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Re: Game story theory
Posted by reaper47 on Mon May 28th at 12:30pm 2007


Maybe it is all about presentation? Like a movie with an interesting story can be destroyed by bad acting.

Valve was very proud about the facial animation system. While it's leaps beyond most of the competition, it's far from perfect. Probably they relied to much on it to make the player connect with the characters. I've mentioned the Uncanny Valley a while ago on this board and it's such an interesting aspect of game character design. HL2 is, unfortunately, exactly in this state between hyper-realism and weird artificiality.

It's possible that there are bits of very smart writing and character development hidden behind a wall of insufficient animation.

It seems obvious that the writer cannot be blamed for this, but then again, knowing the possibilities is important if you work with technology. Maybe the story of HL2 takes itself a bit too serious at times. Episode 2 already looks like it could overcome a lot of the things I complain about in HL2. But the original HL2 probably wasn't fully ready for acting out the drama parts in-game.

PS: Deus Ex is great, aaron. One of the best written game stories IMO. Did you reach the Hong Kong levels yet? They're my favorite.






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Re: Game story theory
Posted by Crono on Mon May 28th at 7:52pm 2007


Valve moved over the entire facial animation engine to run on the graphics card (specifically on the new ATi cards, but I imagine it works on the GF8's too). The animation is really nice and is being released with TF2.

The whole idea of "the uncanny valley" is bulls**t. It stems from people not being familiar with whatever they're interacting with that makes them feel "negativity". It also seems to be associated with people who really don't understand the entire field of robotics/AI/etc.

I never, personally, experienced this "phenomena" from anything. And I doubt anyone really has in the last 10 years.



Blame it on Microsoft, God does.



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Re: Game story theory
Posted by Riven on Mon May 28th at 8:01pm 2007


? quoting Lawjackal
The best games have stories that don't matter-- Like Quake. It's not a book; it's a game.

@Lawjackal: that may be true, but those are just different kinds of games based on preference. But I will say (and I think most would agree here) that if I bought Half-Life and any of the Quakes on the same day and played them both, I'd play Half-Life again before playing Quake again.







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Re: Game story theory
Posted by Le Chief on Tue May 29th at 1:13am 2007


? quoting Lawjackal
The best games have stories that don't matter-- Like Quake. It's not a book; it's a game.


<img src=" SRC="images/smiles/jawdrop.gif"> wwwwhhhhhhaaaaaaaaaaaaaaatttttt.....!!!!????. Mate, mmaattee?

? quoting reaper47
PS: Deus Ex is great, aaron. One of the best written game stories IMO. Did you reach the Hong Kong levels yet? They're my favorite

Lol, yeah i'm actrully up to Hong Kong. But I just arrived and I'm stuck . I;m where the helicopter is. I downloaded a walkthrough for the game but dont want to use it because I may aswell cheat my way through. And your not alone with likeing the Hong Kong level, TZ on this site ( Who is NOT me : message aimed at some folks) loves that level to. But I dont want to raise my expectations to high so i am assumeing that the Hong Kong levels are the worst in the game.

But anyway I am planning to add an extension to this thread where you folk vote on a game or game series with the best storyline, you are not voting on your fav game, no matter how bad the game is its about the story. It would be a poll. I'm going to include the Halo Series, the Half-life Series mabye Deus Ex Series and I dont know mabye Gears of War or Quake or something. I hear Oblivion has a good story but i'm not into those games. Does anyone have any suggestions, wether it be " Dont do it, it a wate of time" or " make sure you add ....... to the poll".







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Re: Game story theory
Posted by reaper47 on Tue May 29th at 3:26pm 2007


Don't forget to add an "other" section to the vote as I think many might find the best stories outside of the collection. The helicopter sucks. Wait for jumping around the fa?ades of high-rise hotels, Blade Runner style!


Crono, I know it's pseudo-science (which makes you hate it so much I suppose) but you can't tell me the Japanese zombie-android robot ladies don't creep you out?

I think it's important to have a name for this kind of 99% realism we see in games so often (and movies, I find ILM CGI to be far from perfect on an artistical level and they're not making any progress for years now). I was surprised when I found out about the "Uncanny Valley" and instead of inventing my own word I'll use the phrase that has been existing since the 1970ies.






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Re: Game story theory
Posted by Crono on Tue May 29th at 4:11pm 2007


Hulk, Jurassic Park, Pirates of the Caribbean 2 & 3 (Davey Jones), and Weta's work on King Kong. All of those are difficult (or not possible) to "see" the cgi artifacts. The only thing that gives them away is what they are, not because "they look fake", all the work in those the cgi looks real. There are exceptions in Jurassic Park and in King Kong, the people look out of place (I would imagine it's because they were shot on lower resolution stock and thus look blurry, no matter what resolution the movie is outputted to, which is a real shame)

But, you see, you're using that term incorrectly. It doesn't mean, "it looks so real, that it looks fake". It means, "it looks so real ... but looks dead and that makes me despise it". Like I said ... it's obscure.

Even robotics doesn't "suffer" from this anymore.

I've only seen one "Japanese zombie-android" that was made to look close to human, and it looked like a mannequin, those don't creep me out.

Let me ask this though, is traditional art applicable for this "phenomenon"? If the idea is stretched from robotics ... to CGI work and characters in games ... why isn't it applied to art in general. Most of the reason that crap "doesn't look right" is because the people producing it don't have a proper background in art (or haven't studied it enough to understand realism).

By the way, no game exists that has 99% realism. Games don't look real, not even close.



Blame it on Microsoft, God does.



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Re: Game story theory
Posted by Le Chief on Wed May 30th at 12:39am 2007


Thaks for the suggestion reaper 47. Any others before I make the thread.

Anyway, the closest game I have ever seen to real-life is actrully Half-life 2. Most of the textures where photos and well it looks really realistc. Even the people and the damage and, the levels even the physics is pretty life like. But its NOT the best game imo. Nor is it the game with the best story line imo. I'm off to play H A L O 2, if you catch my drift.








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