@Lucianu said:
Then the film industry must be still in its infancy considering that it is thousands of years younger than the written medium. Right? And that's why i disagree with this wildly used statement that the youth of this industry is the problem. The evolution of narrative within video games, the film medium and written medium cannot be compared based on their age because it makes no sense, both film and games are entangled together with the written medium, film is completely different in its storytelling compared to video games.
So you disagree that the way a game tells its story has seen growth over time and with the evolution of technology?
When I say that the video game industry is still young I mean that I believe it truly is and that is without comparing it to other mediums. You were the one in your opening paragraph to make the comparison, not I. If I were to make any comparison of video gaming to another medium it would be the American musical. I fully agree that storytelling in all of these mediums is different; again, I did not make the comparison.
Take off my label of the industry as "young" and my point remains that in order to tell a story to the fullest, in order to do anything anywhere, there must be an understanding of the tools and rules, knowing when to use what tool and what rules to follow or break. Video games are evolving at a rapid rate because the technology is, thus the toolbox grows. Meanwhile, we have ideas of what the rules are to telling a story within a video game. Because there are so many types of games we see different approaches due to the circumstances.
Video games are interaction, while film is solely designed to be watched. The fact that a lot of developers borrow from the film medium to create a hybrid (thus you've got cutscenes, scripted scenes and 'cinematic' gameplay, that is insultingly limited for the sake of spectacle) doesn't detract from my point. I'm sorry if i couldn't explain it better, english is not my 1st language.
My argument is that borrowing is not evolution, and controling your character through some of the set-pieces in Uncharted is nothing more than borrowing from the film medium.
Video games are about interaction, of course I don't disagree with you, but whose to say to what level of interaction? Some are meant to be fully played through, everything is seen for yourself as you are the character and there is no break from beginning to end because that's what happens in the story. Yet another type of interaction the developers may offer is one that offers an exciting bit of tense interaction, followed by a momentary break; and some developers choose to fill this break with a cutscene.
I know all too well cutscenes are a touchy subject, "you've got movie in my video game!" The fact of the matter is is that some of the stories developers wanted to tell may not fully work around the gameplay which goes back to the idea of having knowledge of the toolbox. Since devs could not figure out how to make the hero leap from a crumbling tower to a helicopter they relied on cutscenes.
As time went on more developers used cutscenes but we also started to see the two blend together either through in-game cutscenes or quick-time events. In fact, developers like Naughty Dog or Crystal Dynamics have gone out of their way to make what in the past would have been cutscenes or a QTE a fully player-driven moment. Is control sometimes limited in those events? Sure, but maybe it is just another stepping stone to having better control in the future?
You may want to elaborate more on your Uncharted argument that I highlighted as I didn't quite understand what you were going for. Is it that games shouldn't have set pieces at all because films do it? If that's the case I highly disagree and sort of feel like my reasoning is obvious there.
Besides, if this were a valid claim then past games focused on the narrative department should not be superior to present games focused on the same thing. Yet, Planescape: Torment and Grim Fandango exist, light years more evolved in complexity and quality than pretty much anything out there, in my humble opinion anyway.
Why is that? Because the quality and complexity of a video game narrative is tied with the competence of the writer and development team that does or does not design the game around the script. Ludonarrative Dissonance is the result wen the dev. team does not design the game around the story.
Those games have surely laid the groundwork. I don't disagree with your last paragraph at all, in fact I agree with you. What I would say on this end is that developers are still trying to figure out those pesky tools and rules, how to effectively utilize them to the best of their abilities. To figure out these tricks takes time and mistakes, again going back to my belief of the industry and its practices being young.
Because the industry is so varied with infinite possibilities there are a lot of ways to do something. Developers have discovered many ways and I don't think they've discovered the best solution; even when/if they do it won't be the only solution. Those solutions will be realized down the line as the toolbox increases with technology and as developers place more emphasis on blending gameplay and narrative within the medium.
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A long, drawn out post that I hope addresses your points. Thanks for responding though! I love this topic and would love for narratives to have more focus. Again, I absolutely hate the mantra some have, "Stories don't belong in games at all; if you want a story then read a book." I play games because I love playing them, and having motivation behind actions or a strong story in there as well has, in my experience, made games memorable.
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