[HN Gopher] Truths about video game stories
       ___________________________________________________________________
        
       Truths about video game stories
        
       Author : Tomte
       Score  : 218 points
       Date   : 2021-10-31 07:26 UTC (15 hours ago)
        
 (HTM) web link (bottomfeeder.substack.com)
 (TXT) w3m dump (bottomfeeder.substack.com)
        
       | [deleted]
        
       | vjancik wrote:
       | This author seems to have never played a game with an actual good
       | story. You can tell from his comparison of game stories to
       | movies.
       | 
       | How can you compare a 2 hour narrative with a 10-100 hour
       | narrative?
       | 
       | This article grossly overgeneralizes stories in games and ignores
       | the unique storytelling device that is a "game".
       | 
       | A good book doesn't necessarily make for a good movie and a good
       | movie doesn't necessarily make for a good game (and the other way
       | around, as we've seen over and over again).
       | 
       | This article seems like a self-congratulating piece by an indie
       | developer for being an indie developer.
       | 
       | Good for you. That doesn't mean AAA studios can't make a good
       | game story, same as big budget movies can have a compelling
       | story.
        
         | [deleted]
        
         | ketzu wrote:
         | I didn't get the same impression as you about the author.
         | Especially later points sound like they played games with good
         | writing and most points are just "many games" points.
         | 
         | Personally, I have seen and played games with 100 hours of
         | playtime - none had a _story /narrative_ of 100 hours (edit:
         | most of it was "filler" aka gameplay without much
         | narrative/story).
         | 
         | I also agree with many parts of the article regarding bad
         | stories overall, despite playing some games with good stories -
         | or stories I felt were good when I had little exposure to video
         | game stories.
        
         | Cybiote wrote:
         | I've played many of the author's games and consider them to
         | have better stories than most. I'd have to reach for the likes
         | of Planescape or Disco Elysium to find something I'd consider
         | more compelling.
         | 
         | As you imply, there are many games whose brief summary might
         | sound weird, cheesy or cliche but are actually very well
         | crafted story experiences when played. For me, some would be:
         | Life is Strange, Soma, Deus Ex, Human Revolution, Alpha
         | Centauri, Alan Wake, Control, Quantum Break and Detroit Become
         | Human.
         | 
         | Then there are the Soul Reaver games with middling stories but
         | whose written dialogue and delivery easily put them at the
         | level of great literature for me.
         | 
         | Storywise, some of the author's games would not be out of place
         | if ranked highly amongst such a list. It's like Berkson's
         | paradox, his studio has had staying power but you certainly
         | couldn't point to graphics or unique game mechanics as
         | explanations for why.
         | 
         | >This article seems like a self-congratulating piece
         | 
         | I'd go as far as to argue the author undersells his abilities.
         | His RPG world building and stories are a great deal more
         | entertaining if compared to many fantasy books.
         | 
         | > That doesn't mean AAA studios can't make a good game story,
         | 
         | They could but rarely do. Meanwhile, the majority of those few
         | attempts get workshopped to death (it's easy to tell when a
         | game with potential got derailed in this way). The author isn't
         | saying good game stories don't exist, only that they're rare
         | and most often from smaller studios.
        
         | Aaargh20318 wrote:
         | > (...) his comparison of game stories to movies.
         | 
         | > How can you compare a 2 hour narrative with a 10-100 hour
         | narrative?
         | 
         | Not only the length makes video game stories different. Another
         | huge difference is that in video games you actually get to _be_
         | the character(s). You don't just passively experience the story
         | like in a movie or a book, you're an active part of it. Even
         | better: you can have the player make meaningful choices that
         | affect the plot, which is something unique to games as a
         | medium.
        
           | bananamerica wrote:
           | You don't get to be the character, you get to control it
           | within very narrow constraints...
        
             | ddingus wrote:
             | This is all up to the player.
             | 
             | In SSX, they broke that wall by referring to the characters
             | as riders we identify with, explicitly challenging the idea
             | of them being characters we pretend to become.
             | 
             | Other titles do that, but that was the first one I noticed
             | the distinction made in an overt way.
             | 
             | People are all over the place on this too.
        
           | TeMPOraL wrote:
           | Exactly. And even if you don't have any real choices to make,
           | you still get to experience the story as _your story_ , not a
           | tale.
           | 
           | The author would probably think I'm a lunatic for it, but I
           | consider the original Call of Duty: Modern Warfare trilogy to
           | have _a good story_. I thoroughly enjoyed it, and unlike with
           | other shooters, and even though it followed multiple
           | characters simultaneously, I was able to suspend disbelief
           | enough to experience it as if it was _my story_ , my world.
           | 
           | The writing of CoD: MW 1-3 would probably be considered a
           | passable military fiction by most critic, if even that. But I
           | bring this particular example up, instead of say Mass Effect
           | trilogy, to highlight the unique aspect of videogames: it can
           | make you _live through a story_ , which neither books nor
           | movies can. It's a distinct kind of experience.
        
             | SamoyedFurFluff wrote:
             | You can enjoy a story without the story being particularly
             | innovative or good. That's why twilight was popular.
        
             | freeflight wrote:
             | _> it can make you live through a story, which neither
             | books nor movies can. It 's a distinct kind of experience._
             | 
             | SOMA is a great example of this; It could maybe also work
             | as a movie or book, but the FPS perspective fits the story
             | and narrative so good that it elevates the whole thing to
             | its own unique experience.
             | 
             | A VR version could turn this to 11, but sadly any work on
             | that seems to have fizzled out.
        
             | kyriakos wrote:
             | Mass Effect storyline is really nice but if it was put into
             | a movie format it would be a generic scifi flick without
             | emotion. A lot of time is needed to develop the characters
             | and the details possible more than what TV viewers would
             | have patience for but because its a video game it means you
             | get breaks from the narrative because yuou live the story.
        
           | PicassoCTs wrote:
           | Its show dont tell in movies.
           | 
           | Its act dont show in games.
           | 
           | Alot of the traditional writers never grasp, that the game
           | mechanics are the plot and story.
        
         | nottorp wrote:
         | > How can you compare a 2 hour narrative with a 10-100 hour
         | narrative?
         | 
         | Larger numbers are better? Let's take as an example the
         | criticaly acclaimed Ghost of Tsushima. If you ask me, it could
         | have been half as long and exactly as good if not better. There
         | was too much identical padding to reach your 100 hour
         | "narrative".
        
       | unity1001 wrote:
       | > Doesn't matter, because the vast majority of players just tune
       | out the story. As long as you let them skip past it, it's fine.
       | There are a lot of people out there who have put hundreds of
       | hours into World of Warcraft, myself included. If you quizzed us
       | all on World of Warcraft lore, 99% of us would get an F-,
       | guaranteed.
       | 
       | Doesnt compute. Not only the above particular tidbit about Wow is
       | his own personal perception, but also the longer you game, the
       | more you get bored of 'pew pew' and you want something that
       | actually is memorable.
        
         | bombcar wrote:
         | I played WoW for almost a decade and the only story I remember
         | with much clarity is that of Pamela.
         | 
         | Otherwise things happened quest objectives lit up and I think
         | Arthas married Thrall or something.
        
           | VortexDream wrote:
           | I used to be deeply immersed in Warcraft lore. WoW helped me
           | kick that habit, ironically. I think though if the game had
           | good stories told well, more people would be interested in
           | paying attention. And people _are_ interested in WoW 's
           | story. Or else there wouldn't be as much squabbling about the
           | latest way in which Blizzard butchered the story.
           | 
           | FFXIV shows how much many players _want_ to care.
           | 
           | Some of my favorite story-based experiences in gaming were in
           | an MMO (The Secret World).
        
             | bombcar wrote:
             | MMOs are uniquely suited to a particular type of
             | storytelling- drawn out over many quests in many parts of
             | the world, where major aspects of the main story are only
             | glimpsed at.
             | 
             | But to do that you need the main story set well which WoW
             | has lacked since post-Arthas.
        
           | unity1001 wrote:
           | Yeah, and that's your personal experience.
           | 
           | I dont care about Wow's story, I didnt even pay attention to
           | the quests or cinematics, yet even i can count 40-50% of the
           | chronology. Likewise many people on my server.
        
       | bob229 wrote:
       | Video games are for incels
        
       | ajsnigrutin wrote:
       | For me, this depends on the game genre...
       | 
       | FPS? All the story I need is the 'end condition' (basically what
       | do I have to do to win this level), and I can play. "reach point
       | X", "detonate bomb", "kill everyone".... sure.
       | 
       | Strategy games? Same... kill everyone, destroy base, done.
       | 
       | But for example, point and click adventures with a shitty story?
       | Totally unplayable for me.
        
       | powersnail wrote:
       | Reading this article makes me realize how little I know about
       | games. I've never heard of any game the writer used as examples,
       | except World of Warcraft (which I never played, however).
       | 
       | The author made a lot of pithy statements, but the article feels
       | strangely lack of substance. There's little evidence or
       | elaboration. Just statement after statement, with a lot of
       | repetitiveness.
       | 
       | And the writing. Paragraphs like these:
       | 
       | > Now let's be clear. I'm not a great fantasy writer. If I was,
       | I'd be writing books nobody buys because nobody buys books
       | anymore. Still, as a writer I'm simply competent. Which, by video
       | games standards, makes me awesome. Overall, I'm good enough that
       | people give me money, and that is sufficient.
       | 
       | ...... are just strange, and made me grimace. He's quite plainly
       | saying, that he's mediocre, but because everyone else is bad,
       | he's great.
       | 
       | And what's with the "nobody buys books anymore"? Plenty of people
       | do.
       | 
       | > Good story isn't what gamers are after. Which is good, because
       | they ain't gettin' it.
       | 
       | While not having played many games, I remember some GBA games
       | having decent stories. They are not Charles Dickens level
       | literature, but comparable to good short stories, definitely
       | worthy of "good writing".
       | 
       | ---
       | 
       | I had expected much more---more substance, better writing---from
       | a "successful" story writer of a game company.
        
         | watwut wrote:
         | > He's quite plainly saying, that he's mediocre, but because
         | everyone else is bad, he's great.
         | 
         | Why is this bad thing to say? If he thinks this is true, then
         | it is OK to say it. And earning money making games is actual
         | achievement - most indie game makers are in financial loss and
         | that is it.
         | 
         | Someone who make small profit is exactly people who can say the
         | above.
        
           | powersnail wrote:
           | Because not everyone else is bad? It's not like he's the only
           | one writing stories for games that make a profit.
           | 
           | I mean it's fine to like your own achievement. Nothing wrong
           | with that.
           | 
           | But he's certainly not successful enough to be so cocky as to
           | detract everyone else's work (and again, he did so without
           | much evidence or elaboration).
        
             | watwut wrote:
             | Yes he is successful enough to definitely have right to
             | voice opinion on industry state or criticise it. We are
             | talking about notoriously difficult market to succeed in.It
             | would be absurd to expect him to be only one who ever
             | earned profit in order to comment on quality of stories -
             | both his own and other peoples.
             | 
             | And frankly, playing a game once is enough to give you
             | right to criticism that game story. Playing a couple of
             | popular games gives you right to comment on popular games
             | stories.
             | 
             | "I am not too good and I am still succeeding because bar in
             | this aspect is low" is incredibly fair thing to say. It
             | might be too self depreciating for some people's taste, but
             | we should not require everyone to brag and exaggerate own
             | skills each time they want to comment on something.
        
               | powersnail wrote:
               | Self-deprecating is the opposite of the article. The
               | article "self"-deprecated others in the industry on their
               | behalves.
               | 
               | Of course he has the right to comment on whatever he
               | likes to. I'm not suggesting that anyone should take away
               | his freedom of speech.
               | 
               | I was merely criticizing the quality of his criticism.
        
               | watwut wrote:
               | But you ended up taking offense on a single sentence
               | where he says his own writing is not good enough for
               | cheap fantasy novel.
        
               | powersnail wrote:
               | I'm not sure what you mean by taking offense. I don't
               | feel offended; I'm not a game story writer, so whatever
               | he writes cannot possibly offend me.
               | 
               | I also am not criticizing the first part of that single
               | sentence ("I'm not great"). I find the paragraph in its
               | entirety distasteful, when he said others are so bad that
               | he was awesome.
        
       | aspaceman wrote:
       | > Good story isn't what gamers are after. Which is good, because
       | they ain't gettin' it.
       | 
       | I emphatically disagree. Good story is what I'm after. Good story
       | is what I've gotten. (Undertale, the Nier games, even Ocarina of
       | Time has a very unique story-telling experience).
       | 
       | A game can tell a different type of story than a book or a movie
       | - these stories are interactive, and involve an element of meta-
       | narrative story-telling. What was that fight like? What was that
       | choice like? Did the choice _feel_ meaningful? The story is told
       | through these mechanisms rather than simply words on a page.
       | 
       | I very much agree that many players come to games for a carnal
       | feeling. A release that comes from the ticking of boxes or
       | completion of objectives, or the satisfaction from a skilled
       | execution.
       | 
       | But these elements as well can contribute to a narrative
       | experience (ex Undertale).
       | 
       | Really disagree with this article. Reminds me of those historical
       | articles about movies being a worse version of the theatre and
       | opera (which they were).
        
         | senectus1 wrote:
         | yeah I yearn for good story line, but I find myself putting up
         | with weak ones.
        
           | t-3 wrote:
           | It's gotten to the point that I just don't buy or play new
           | games from American or Japanese studios. It's too
           | disappointing to pick up new releases of series that I've
           | played for more than half my life (such as the Tales series)
           | and find everything that made them great ripped out and
           | replaced with consumerist trash that panders to the lowest
           | common denominator.
           | 
           | China seems to be the only country that still has some
           | original and compelling new games and stories being produced.
        
             | haunter wrote:
             | I feel the opposite there are good story games coming from
             | Japan still. Yakuza Like a Dragon, DQXI, Death Stranding.
             | And FFXIV of course going stronger and stronger. Just a few
             | from the recent years.
        
             | yunusabd wrote:
             | Got some examples for good games from China?
             | 
             | As a counterexample to the first part, check out Nier
             | Automata. One of the most original and compelling games
             | I've played in recent years.
        
               | t-3 wrote:
               | I own Nier, but never beat it. I enjoyed the aesthetic
               | and gameplay, but often end up going back to old
               | favorites when I sit down to relax. I should take a
               | weekend or two and get back into it.
               | 
               | Bright Memory Infinite is a new game from China that's
               | coming out in November, the demo is incredible and I'm
               | excited. Gujian3 is an open-world action rpg, similar to
               | Nier but with a xianxia theme, it's pretty good. Amazing
               | Cultivation Simulator is a Rimworld clone with a lot of
               | fun features. Path of Wuxia is a very original and fun
               | martial-arts-school/dating-sim/srpg with a lot of
               | replayability (only fan-translated for now, but an
               | official english translation is slated for when it comes
               | out of early access).
        
               | yunusabd wrote:
               | That's really interesting, I remember trying to get my
               | hands on Gujian 2 when it first came out, which was
               | impossible at that time. Glad to see it's now on Steam!
               | 
               | I think at first I played Nier Automata mainly for the
               | mechanics. The worldbuilding and backstory take a while
               | to pick up steam. But once it gets going, it has some
               | unique and interesting ideas. I still feel they could
               | have gone a lot deeper with a lot of things though. For
               | example, the idea that robots would start their own
               | religion seemed intriguing, but in the end they didn't
               | really do much with it. Still very enjoyable and
               | surprisingly a lot of food for thought.
               | 
               | Thanks for the suggestions, I'll check them out!
        
               | SamoyedFurFluff wrote:
               | I actually found nier automatas story beats so cringey
               | that I was turned off on the playing of it, honestly.
               | Pretty early on a pile of robots start an orgy that
               | creates a human-looking clearly-not-a-human villain. It
               | felt totally directionless and random at the time. I
               | didn't really want to continue if I was just going to get
               | weird shit happening with an overlay of philosophical
               | hand waving.
        
               | hhjinks wrote:
               | You got 2 hours into the game and dropped it because you
               | felt the themes were surface level?
               | 
               | You were unironically filtered. The game does name drop a
               | lot philosophers, but it's meant to contextualize, not as
               | part of the game's themes. Hell, the game doesn't even
               | care about the "humans and robots aren't actually so
               | different" question. I don't want to write a whole essay,
               | so I'll just say that Automata is probably the best
               | existentialist story written this decade, with a lot of
               | subtle details, some _great_ acting, and melding of story
               | and gameplay that has not even been attempted elsewhere.
               | It is unique, and uniquely excellent, beyond the point
               | where it can just be described as "a fantastic game".
               | Doom 2016 is a fantastic game. Nier Automata is a game
               | I've had as much fun thinking and writing about as I had
               | playing it.
        
               | yunusabd wrote:
               | Yeah I get that, for me there were enough interesting
               | things to offset the cringy bits.
               | 
               | Just off the top of my head, I remember being intrigued
               | by the robots-trying-to-be-human thing, and how
               | consistent they were with the fact that you're an
               | android. For example, removing your OS chip actually
               | killed you, which is one of the 26 possible endings iirk.
               | That and the dynamic combat and the smooth mix of
               | different genres were enough to keep me going.
        
               | thriftwy wrote:
               | Chinese Parents is a pretty cool game if you enjoy
               | puzzle/clicker.
        
         | saurik wrote:
         | Yeah: while there certainly exist people who don't care about
         | the narrative elements of a game, that largely becomes a self-
         | fulfilling prophecy more than anything else, as the audience
         | and market for your products evolves to be the subset of people
         | who like the things you build, which is not the same thing as
         | "people in general like the things I build", and certainly the
         | same as "everyone likes the thing I build". (A lot of software
         | developers--and I think particularly designers--fall into this
         | analysis trap of ignoring selection bias.)
         | 
         | The games that had the biggest impact on me were adventure
         | games and role playing games that had deep stories written by
         | people who knew how to blend intrigue and humor into an
         | enjoyable experience of you living in the shoes of the main
         | character. I play games without good narratives, but they have
         | to be much better games to compensate, as a good story can make
         | me ignore some pretty horrible mechanics. (I also play certain
         | classes of puzzle and rhythm games where story is irrelevant,
         | but those are a totally differently head space and don't
         | compete for my time with other games.)
        
       | wodenokoto wrote:
       | I think the author is right that games generally have poor, or
       | poorly executed stories, and even great stories need to be
       | squeezed into the game play box (e.g. his "ends with
       | bang"-trope.)
       | 
       | But I also feel like the author misunderstands how the medium can
       | elevate a story:
       | 
       | "Old mans Journey" was critized for having too simple puzzles,
       | but it is not a puzzle game. It's a story, where a few simple
       | puzzles gives you time to interact with the landscape and soak up
       | the atmosphere, which enhances the impact of the worldless
       | storytelling between levels.
       | 
       | It's a simple, nothing new story, made extremely impactful
       | through the medium.
       | 
       | I also felt the story in Celeste was very impactful, even though
       | it probably would make for a boring movie. But I struggled as
       | Madelein as she conquered the mountain and her fears, and that
       | struggle primed _me_ to feel _her_ struggle through the sparse
       | dialogue.
        
         | ajuc wrote:
         | Yes. It's like saying stories in opera are worse than in novels
         | because dialogues in opera aren't realistic and the story is
         | too short :)
         | 
         | You have to play to the strengths of the medium. The less
         | defined the story is the more freedom players have. It's a
         | design tradeoff that makes stories in games different, and they
         | should be judged based on these different media constraints.
        
           | roenxi wrote:
           | Stories in opera are worse than in novels. Good opera is
           | usually paired with woefully poor story. The whole point of
           | the story is to provide basic context to the songs.
           | 
           | Consider Turandot. The story is bad to the point of being
           | objectionable, and whatever is left verges on gibber. And
           | yet, without it, a song like Ho una casa nell'Honan is
           | lessened because there has to be at least some reason to care
           | about why this guy has a house in what sounds like a badly
           | corrupted pronunciation of Yunnan.
        
             | ajuc wrote:
             | But that's the point. What makes a story good for one
             | medium makes it bad for other. So it's not fair to compare
             | them abstracting from the medium.
             | 
             | You can still have better and worse stories withing given
             | medium, and you can compare them between media if you
             | insist, but you have to separate the inherent trade-offs
             | from real quality differences.
        
         | vlunkr wrote:
         | > how the medium can elevate a story
         | 
         | I agree that it can, but many (especially AAA) video games try
         | to imitate film, rather than using the strengths of the medium.
         | 
         | This is why I hate cutscenes. I'm sitting here with a
         | controller in my hands, ready to do something fun, and you're
         | going to make me sit and watch some expository dialog instead?
         | Where the voice acting, animation and writing are all below
         | movie standards?
        
         | formerly_proven wrote:
         | Another game in the "I can't imagine this working well in other
         | media"-category is Senua's Sacrifice. Like, sure, the story
         | could be critically subsumized as "generic identity struggle",
         | but the way it's written and and delivered only works in a
         | game. Perhaps that's a decent first cut for a story in a
         | videogame: If you made this a movie instead, would it still
         | work? If you make a movie out of e.g. any of the Call of Duty
         | games, you'd mostly end up with a generic action movie without
         | having to change the script.
         | 
         | This question hints at how well gameplay and story interact
         | which each other. In most action games, they barely interact at
         | all.
         | 
         | (Also, as interactive experiences, games just are not
         | necessarily dependent on having a story, as the article points
         | out. If the experience is good enough, a story isn't really
         | necessary. Alien Isolation doesn't have much of a story, but
         | visceral, devastating gameplay. Bethesda games generally have
         | poor stories, but it doesn't really matter because the gameplay
         | is open ended enough that everyone can just make their own
         | story inside the game. Online games don't have a story, or some
         | thin veneer to put on a loading screen; they don't need that,
         | because the people are here solely for the gameplay
         | experience.)
        
           | handrous wrote:
           | > If you make a movie out of e.g. any of the Call of Duty
           | games, you'd mostly end up with a generic action movie
           | without having to change the script.
           | 
           | This is kind of a funny comparison, because the first Call of
           | Duty game was practically a string of set-piece action
           | scenes, and sometimes plot lines, that were very obviously
           | lifted from popular WWII war movies from the prior few years.
           | IMO--and I doubt this is an uncommon sentiment among people
           | who played it--those were also easily the best parts of the
           | game.
        
         | Causality1 wrote:
         | Exactly. Sure, Last of Us has the story of a generic zombie
         | movie. But in a way, that was _my_ twelve year old daughter I
         | watched die. I don 't think it's fair to criticize games for
         | not having as good a story as a novel when you'd never imagine
         | criticizing a music album for not having as good a story as a
         | novel.
        
       | SV_BubbleTime wrote:
       | > Observation 6: Good writing comes from a distinctive,
       | individual, human voice. Thus, you'll mainly get it in indie
       | games.
       | 
       | Outer Wilds.
       | 
       | Hands down one of my top games of all time, a total sleeper. But
       | has more heart than any AAA title I've ever played.
       | 
       | If you haven't tried it, super highly recommend.
        
       | npinsker wrote:
       | I guess 'The Lord of the Rings' is a bad story then? After all it
       | is exactly the kind of story this person is complaining about...
        
         | baq wrote:
         | It was a good story at the time; it created a genre and is
         | indirectly responsible for many, many great works.
         | 
         | If it was created today, it'd be a generic high fantasy work.
        
           | dudul wrote:
           | It would be generic high fantasy work maybe because it
           | literally defined all the codes of this genre.
           | 
           | Blame everyone else who came after Tolkien.
        
             | awild wrote:
             | That's exactly what GP is saying though?
             | 
             | There's a borges fake essay on exactly this topic: Pierre
             | Menard, Author of the Quixote
        
               | watwut wrote:
               | No. One of the six things article complains about is
               | repeating the same trick to death. Lord of the rings did
               | not repeated the trick from other books, it created own.
               | 
               | It does not fit other points either. It does not uses
               | meme humor. It does not allow you to ignore the story. It
               | has individual human voice.
               | 
               | It does not fit the thing article is complaining about at
               | all.
        
           | nottorp wrote:
           | LoTR's _execution_ of the story is high quality though. There
           | were fantasy stories before and after it, but most aren 't
           | remembered..
        
       | Jensson wrote:
       | Forcing people to read through the story or sit through cutscenes
       | is like forcing people to play the hard version of a boss. Sure
       | playing the hard version might be more interesting, but many
       | people don't really care much about interesting gameplay and just
       | want to relax and enjoy themselves. The same thing with the
       | story, sure it might be more interesting for the player if they
       | read through and properly embraced the story, but that is a lot
       | of work and will just feel like a chore to many people.
       | 
       | You can make many more interesting games if you assume everywhere
       | that the player cares about the story. Same as how you can make
       | more interesting gameplay if you know the player wants an
       | interesting challenge and always plays on hard, like in Dark
       | Souls. But ultimately most people don't want to challenge
       | themselves, regardless if it is trying to remember a lot of story
       | content or practicing a boss fight.
        
       | wellthisisgreat wrote:
       | What's everyone's favorite videogame plot?
       | 
       | First thing that comes to mind if Planescape Torment but oddly I
       | don't really remember much details.
       | 
       | Trying to remember if any videogame has actually moved me in a
       | way some book or film did and, frankly, I don't think so.
        
       | lukaszkups wrote:
       | One of the greatest game stories I've ever encountered is the one
       | without any words- Hyper Light Drifter.
       | 
       | The way the Heart Machine decided to tell it (images only) still
       | amazes me. It totally opened interpretation for the players.
       | 
       | And you didn't have to click through tons of dialogs to dive into
       | the lore.
        
       | krumpet wrote:
       | Thank you for mentioning Ultima IV! My favorite game of all times
       | and, to your point, a definite departure from what other games
       | were doing at the time. Having to consider the long-term impact
       | of the actions my character took changed everything about gaming
       | for me in the mid-80s.
        
       | jrootabega wrote:
       | The Talos Principle is an interesting example of the weird
       | relationship between a game and its story. The gameplay is just a
       | ton of small, repetitive, Portal-like puzzles, and I don't say
       | that as a criticism; it's just reality. The story is presented
       | almost completely passively through notes and computer terminals.
       | You could easily believe the game was developed first and then
       | the story was written afterwards. But somehow they combine to
       | make a very engrossing experience.
        
       | patrec wrote:
       | This article is refreshingly honest about the general inanity of
       | video games. Does anyone have a compelling explanation why video
       | games are such an artistic wasteland even compared to other
       | mainstream forms of entertainment like TV or cinema?
        
       | Toutouxc wrote:
       | How exactly are Raiders of the Lost Ark or Breaking Bad
       | storylines better than those of the first Mafia, The Witcher 3,
       | Uncharted 4, Metro Exodus, Kingdom Come: Deliverance or Half-Life
       | 2 + episodes? And I'm not even mentioning artistic pieces like
       | What Remains of Edith Finch or Life is Strange. There are quests
       | in The Witcher 3 you could make a movie from (Bloody Baron).
        
         | bananamerica wrote:
         | In almost every way?
        
         | etiam wrote:
         | Out of curiosity, would you be willing to expand a bit on what
         | specifically what you liked (and maybe didn't) about The
         | Witcher 3?
        
         | splatzone wrote:
         | Human actors - Breaking Bad is about the process of a man
         | changing into a monster. It takes great acting to make that
         | story work
         | 
         | Video games will never do drama as well as theatre or film,
         | because we can't see into the actors souls - video game stories
         | are puppet theatre
         | 
         | Edit: thinking about this some more, I think I might be wrong -
         | there are many animated films that I've found emotionally
         | moving and involving that don't have human actors (Ratatouille
         | for example!)
        
           | thriftwy wrote:
           | Games may do even better by forcing you to change your
           | character into monster. Can't argue if you're the killer.
        
         | SamoyedFurFluff wrote:
         | To me the witcher 3 had the feature of collectible women cards
         | from sex as a game mechanic, which really takes away from the
         | notion of a deep or compelling story.
        
           | OldTimeCoffee wrote:
           | That was only in The Witcher 1. They didn't have them in 2 or
           | 3.
           | 
           | And it wasn't really well received at the time either, but it
           | was _a_ way of handling romance without the awkward cut-
           | scenes that existed at the time. They only briefly showed on
           | screen and IIRC weren 't accessible later. It wasn't really
           | collectable in the sense of collect-a-thon games like Mario
           | Odyssey, either. Out of context it sounds horrible, in
           | context it's a bit of a nonsensical addition.
           | 
           | They were going after a "french postcard" feel and it just
           | didn't work that way. Possibly because people aren't as
           | familiar with what they were referencing.
        
           | rdedev wrote:
           | If it's the Gwent mini game you are talking about afaik you
           | have to defeat certain NPCs in a card game to get the cards
           | that you are talking about. Also there are a lot of charecter
           | cards not just women. Not to mention the fact that playing
           | Gwent is completely optional in the game
        
             | [deleted]
        
         | ChrisKnott wrote:
         | Are you really suggesting Uncharted 4 has as good a story as
         | Breaking Bad?
        
           | gambiting wrote:
           | I'd say better personally, but that's just me.
           | 
           | Edit: to explain a touch more - I liked the story and its
           | characters more, and even though I played it over 2 years ago
           | I still remember the story pretty well. Breaking bad had a
           | couple interesting points but I couldn't tell you what
           | happened between seasons or really much outside of the main
           | points.
        
           | Toutouxc wrote:
           | Well Breaking Bad is a series and Uncharted 4 is a pretty
           | short, intense ride, so it's a little apples to oranges
           | comparison, but if I compare the first season of Breaking Bad
           | (the only one I've seen) to Uncharted 4, which are both a few
           | hours worth of entertainment, I don't remember the storyline
           | of Breaking Bad being any more intricate or innovative, I
           | mean, terminal patient does questionable things with an
           | unlikely sidekick with expected results.
           | 
           | Of course I may be entirely wrong, it's been some time, but I
           | remember both leaving a similar impression on me.
        
             | Hamuko wrote:
             | > _the first season of Breaking Bad (the only one I 've
             | seen)_
             | 
             | Breaking Bad is one of those shows that gets better with
             | every season (the Metacritic score goes 73 - 84 - 89 - 96 -
             | 99 from season 1 to season 5). The first season wasn't
             | really anything special but it's gangbusters by the end.
        
         | Andrew_nenakhov wrote:
         | Pacing and editing. In video games the director can't control
         | the pace and (to a degree) sequence of events to achieve
         | maximum emotional impact, as it is possible in movies.
        
         | EdwardDiego wrote:
         | There was a story to Kingdom Come: Deliverance that went beyond
         | "my parents were killed by baddies, and luckily I was
         | recognised as a badass because of the plot, now I'm going to
         | become more of a badass, and kill all the Cumans?"
        
           | thom wrote:
           | With the caveat that I very much enjoyed Kingdom Come, it's
           | bog-standard story didn't even _end_ in the game.
        
           | Toutouxc wrote:
           | Yes. My parents (and almost everyone in our village) were
           | killed by baddies hired by someone for some political reason,
           | I was recognized as a lame illiterate nobody and was only
           | reluctantly accepted to serve under a master of regional
           | importance, who is pursuing his own political goals (and has
           | a special connection to me through something) and making the
           | most of the difficult situation of the kingdom. I was sent on
           | several wildly different missions to investigate, bribe or
           | fight my way through several interesting events and
           | situations, all totally believable and anchored in the
           | context of the story and actual history, meeting dozens of
           | different characters, some of them real historical figures,
           | each with their own carefully written backstory.
        
             | watwut wrote:
             | Is it just me or it really sound completely standard plus
             | backstories for side characters? I mean, the story can be
             | well executed without it being super original. But what you
             | described here is one of super standard fantasy plots.
        
       | DeathArrow wrote:
       | It's wrong to compare literature with games and think about the
       | story.
       | 
       | In literature you have to do two things: tell a story and do it
       | in a pleasant way. If you fail at telling the story, you fail at
       | it.
       | 
       | Games have much more to them than just telling a story. You have
       | mechanics, you have visuals. It is interactive and it has
       | outcomes.
       | 
       | To not fail a game you have to give player satisfaction.
       | 
       | It would be nice to think of all of the things that might appeal
       | to players, the story being just one thing among lots of others.
       | 
       | If story would be the only important thing then people would play
       | lots of text based games but they do not.
       | 
       | The bad thing is that most of the times players get what
       | designers think is a good game, not what they actually think it
       | is a good game.
        
       | markus_zhang wrote:
       | I tried to develop a small RPG and immediately realized that the
       | most difficult thing to get right is the story, and the second
       | difficult one is the arts. And no wonder most of the Indie RPG
       | (that I know) are of roguelike/roguelite. It's a blood sea.
        
       | everdrive wrote:
       | Many video games have very poor or bare plots, but amazing
       | settings. In fact, I'm not sure that video games are actually
       | good vehicles for plots. Video games are interactive, but all
       | good plots require careful pacing and timing in order to be
       | successful. It's possible to force this in a game, but the more
       | you do, the more the game becomes an interactive movie.
       | 
       | A great example would be Dark Souls: incredible setting, but
       | really bare-bones plot. The plot is effectively: "You're the
       | chosen undead, and you must quest for some items." The setting,
       | on the other hand, could fill books.
       | 
       | In some sense, it's similar to comparing a good news article to a
       | good story. A good story. Good story generally can't be purely
       | fact-based, since this interrupts the needs of narrative: pacing,
       | good vs. evil, moral decisions, defeats, and victories, etc. A
       | good news story may have something like a narrative, but it's
       | more of a collection of facts. If there's an narrative at all, it
       | exists simply to help explain the relevance of the facts
       | presented.
       | 
       | Video games are metaphorically similar: You may have an
       | interesting plot in the game, but it is punctuated by the actions
       | you get to take as a player. For example, in Wind Waker you must
       | rescue your sister, but in practice the player is running around
       | an island, breaking pots, and doing sidequests. The narrative
       | plot and the play actions are almost totally disparate. The plot
       | is nearly a side story, which helps add context to the player
       | actions.
        
         | JauntyHatAngle wrote:
         | I guess the problem with plot on video games is the sequencing.
         | 
         | Some of the most impactful stories I've experienced in games
         | have been more environmental storytelling than plot based. That
         | is, the game expects me to find the overall narrative and story
         | in my own time, usually because the story beats have happened
         | already before my character even existed, and I'm trying to
         | find where the current gameplay fits into it, e.g. Outer Wilds.
         | 
         | If you want a normal "movie like" story, you more often have to
         | Railroad your player along certain paths, or tack it on in
         | between gameplay.
         | 
         | Games like (the finale of) Braid do a good job of showing how
         | gameplay and narrative can coexist in a way that films can't
         | do, and that's one of the lessons for me.
         | 
         | Plot in the movie sense within games can be a fun way to mash
         | gameplay and story together, buy it isn't superior in telling
         | the story. You need to do something different in games to tell
         | a story in a way where games are stronger stronger film, for
         | me, usually slow paced games with environmental storytelling,
         | or games that use your feelings of being the main character to
         | mess with you, e.g. spec ops the line. YOU chose to kill people
         | not the protag of the film you're watching.
         | 
         | I guess my point is, some games use video game only devices to
         | enhance the impact of their story in a way that only games can,
         | where the games that try to take on films using the tools of
         | films won't be able to.match up with films.
        
           | SV_BubbleTime wrote:
           | Outer Wilds was what I was thinking of when I read this
           | article.
           | 
           | Not because of the article's content, but in contrast of it.
           | It was an excellent game that doesn't fit into a lot of the
           | authors advice.
           | 
           | It was complex, and you can miss a lot of it, but it nails
           | and authentic tone that seems to be available on indie titles
           | exclusively.
           | 
           | Top Five of all time for me.
        
             | JauntyHatAngle wrote:
             | Absolutely, one of my favourites easily.
             | 
             | I feel it gave me room to think, and spoke to me in areas I
             | usually don't engage. Themes of accepting you can't halt
             | the end, no matter how hard you try and all the work you
             | put in, and ultimately we all end up alone, but with the
             | memories of others as parts of ourselves, as we enter the
             | unknown.
             | 
             | Just my readings, but the point is it hit me in a way other
             | media hasn't. Not better or worse, but unique and different
             | because games haven't quite found how best to use the
             | medium for the possibilities in storytelling.
        
             | ljm wrote:
             | I was thinking of Sunless Seas and Sunless Skies.
             | 
             | It's not so much that they have _a_ story, because there 's
             | more to it than that, and the lore seeps through every
             | aspect of the games.
             | 
             | I have never played a game that does cosmic horror so damn
             | well (because Lovecraftian games are about 99%
             | disappointing, or cliche rip offs of like two Lovecraft
             | stories).
             | 
             | I prefer Sunless Skies, but both of them look gorgeous,
             | have amazing sound design, and while abundant with moments
             | of terror they are a real feast for the imagination. It's
             | the writing that ties it all together, makes it special.
        
           | taeric wrote:
           | I have had a hard time forgetting the scene in Ico where you
           | are separated from your companion. Such a simple scripting,
           | but completely hooked me.
           | 
           | Which, I think, makes your point. The setting is basically
           | drowning you in that game. And you are a bit player that does
           | not impact any world, per se. At least, if you did, you
           | aren't aware of it.
        
           | everdrive wrote:
           | This is something which didn't come through in my original
           | post, but I feel one of the major problems here is that
           | people are trying to compare video games to other mediums
           | such as theatre, movies, and books. In other words, video
           | games are an art form which is different enough that direct
           | comparisons to other art forms may be misleading. Now I
           | realize that we are talking about the general quality of plot
           | in games, and not the wider debate regarding whether video
           | games constitute art. That said, imagine the complaint that
           | music is not art because it lacks a proper plot. Video games
           | have aspects of other mediums, but the interactive nature of
           | games means that they will never really be directly
           | comparable.
           | 
           | For example, in film school you might study aspects of film
           | which are somewhat oblique to the quality of the actual
           | storytelling in the film. Such as: cinematography, and the
           | framing of characters in the shot. Video games have analogous
           | things, such as level design, game design, etc. A famous
           | example is how the first level of Super Mario Bros. teaches
           | you that mushrooms are beneficial, by making the player's
           | first interaction with one mostly unavoidable. Modern games
           | have more complex game designs, and of course these designs
           | represent a complex communication between the game creators
           | and the players. A lot of nuance an information is conveyed
           | this way, and it can potentially amount to art. Much like the
           | art of cinematography cannot exist in books, the art of game
           | design cannot exist in other mediums.
           | 
           | Video games can also teach you things which movies and books
           | cannot, (at least potentially) and this can be performed via
           | game design. For example, when I was a child, people would
           | exclaim "life's not a video game!" I heard this quite a bit,
           | and I believe most people meant: the things you do have
           | consequences, and you won't get very many second chances. Now
           | this is frankly not really correct. Yes, the things you do
           | have consequences, but almost everyone gets multiple second
           | chances throughout their life. For example, if I fail at one
           | task in a workplace, I usually get multiple chances to
           | improve and correct my error. Even if I fail overall at a
           | job, I will likely have future chances to prove myself at
           | other jobs. Some mistakes can be fatal, of course, but for
           | most of the actions I take, I can plan on success by trial
           | and error, repetition, and iteration. In other words, exactly
           | like a video game. Interestingly, it was video games which
           | first taught me this. I had a friend who by all accounts was
           | objectively not as talented at video games than I was. We'd
           | play together, and I'd best him at nearly everything we
           | touched. However one day he wanted to take on a challenge in
           | a game which I felt was above my skill level. I was certain
           | he'd never be able to succeed, because I was certain I could
           | never succeed. But, he had something I didn't at the time:
           | persistence. He kept trying and failing, and trying again. He
           | never became discouraged or emotionally frustrated, and
           | slowly he iterated on his failure and eventually succeeded.
           | (To be clear here, when I say "iterate on failure," I simply
           | mean to attempt a task, fail at it, and attempt it slightly
           | better the next time.) I learned a very important lesson that
           | day, and have been re-learning it ever since: part of success
           | is persistence, and things which seem impossible are often
           | simply daunting. Later in life, Dark Souls and other From
           | Software games reinforced these lessons, and of course much
           | more importantly, I applied these lessons to my everyday life
           | and learned not to fear failure, and to iterate on failure
           | until it became success. I bring this up specifically because
           | I remember years ago reading an interview with a celebrity
           | who felt that video games could not be art. I believe it was
           | Roger Ebert, but I'm not sure. In either case, the argument
           | was made that art teaches you something, something about
           | human nature, something about being a person. It's possible
           | I'm misremembering the argument, (I can't find it online) but
           | my point is the same. Video games taught me something about
           | being a person which other mediums failed to teach me.
        
         | dartharva wrote:
         | >Many video games have very poor or bare plots, but amazing
         | settings.
         | 
         | Cyberpunk 2077 is also a great example of this trope. Night
         | City itself is magnificent, and the missions aren't half bad
         | either, but the main storyline is tiresome and has no
         | satisfactory outcome. It feels as if they tried to have a deep
         | plot but ended up botching it.
        
         | jltsiren wrote:
         | > In fact, I'm not sure that video games are actually good
         | vehicles for plots. Video games are interactive, but all good
         | plots require careful pacing and timing in order to be
         | successful. It's possible to force this in a game, but the more
         | you do, the more the game becomes an interactive movie.
         | 
         | I'm in the opposite camp. Movies are not good vehicles for
         | plots, because the right pacing and timing is subjective. They
         | almost always fail at storytelling, because they proceed at the
         | same pace for everyone. The best you can do is to watch the
         | movie alone at home. Then you can at least pause the film when
         | you need time to think, or jump back to rewatch a section.
         | 
         | Cutscenes between gameplay sequences tend to make the game and
         | the story worse. Both because they break the pacing, and
         | because they are often used to show things that would not be
         | possible in the game itself. The game already tells one story
         | through gameplay, dialogue, and player choices. That story
         | should take priority. The gameplay should be expressive enough
         | that the writers can tell the story they want within the
         | framework, instead of resorting to cutscenes that break the
         | logic of the game.
        
         | hypertele-Xii wrote:
         | > not sure that video games are actually good vehicles for
         | plots. Video games are interactive, but all good plots require
         | careful pacing and timing in order to be successful.
         | 
         | Video games are a great medium for plots! You just have to
         | allow the plot to fail, and let the player take it on tangents.
         | Games that go "uhh you died that's not canon let's rewind" are
         | just shitty games.
        
           | watwut wrote:
           | > Games that go "uhh you died that's not canon let's rewind"
           | are just shitty games.
           | 
           | That would be overwhelming majority of them. And overwhelming
           | majority of players don't mind this aspect or even actively
           | like it.
        
       | dakial1 wrote:
       | As I get older (40 y/o) I'm noticing that my video game taste is
       | migrating from dont-think-just-shoot FPS towards well written
       | RPGs (but still with some action, and not turn based rpg). Might
       | be interesting to know i f this happens with everyone...
        
         | dudeman13 wrote:
         | I'll get back to turn based RPGs once the industry stops going
         | bonkers with random encounter frequency (or ditches random
         | encounters altogether).
         | 
         | It's ridiculous how The Last Sovereign, a lewd game made with
         | RPG Maker is one of the few turn based games that got story and
         | turn-based combat right.
        
           | orthoxerox wrote:
           | TLS is just that good. But even it has some problems with
           | combat, namely the over-reliance on hard-hitting enemies, so
           | by the time you get your own stronghold your fights are all
           | about juggling rez and nuke skills, or at least I couldn't
           | make a party that could tank or cc well.
        
       | namelosw wrote:
       | > When people say a video game has a good story, they mean that
       | it has a story.
       | 
       | The standard is so low is not necessarily a bad thing. Most of
       | the games are bad, but people will try random things to improve
       | storytelling, and we'll see games with great stories like
       | _Planescape: Torment_ or _Disco Elysium_ in the future, or even
       | better.
       | 
       | Movies, on the other hand, where there are so many established
       | patterns - people tend to abuse them because 1) they don't want
       | to take the risk to make something subpar 2) it's easier. They
       | were so many terrible movies in the last centuries, but there are
       | so many great movies as well. The golden era of movies has
       | passed, but for games, it's yet to come.
       | 
       | There are in fact patterns that could be found in great games,
       | but not as widespread as Hollywood cliches, for example:
       | 
       | 1. _Planescape: Torment_ , _Witcher 1 /2_: Amnesia. It allows no
       | assumption of prior knowledge of the protagonist, making the
       | player discover the world, the past, and even the protagonist
       | himself/herself incrementally with himself/herself. _Witcher 3_
       | on the contrary, makes me feel less connected because the
       | protagonist knows many characters that I don 't know like
       | Dijkstra even though I played through the first two games.
       | 
       | 2. _Baldur 's Gate 2_, _Pillar of Eternity_ : Meet the villain in
       | EVERY chapter, and make it feel like watching Steve Jobs at Apple
       | launch events. This gives the player a clear goal, and a villain
       | that can keep all the game plots together instead of being too
       | random and sloppy.
       | 
       | 3. _Original Sin 2_ , _Baldur 's Gate 3_: Lock the protagonist
       | with a magical shackle, put a parasite in the protagonist's head,
       | this also gives the player a clear goal, but without spoiling who
       | the villain is (DoS2 is THAT surprising, I bet it might be the
       | same in BG3).
       | 
       | Actually, good games can be established on these patterns, until
       | everyone started to abuse them.
        
         | schmorptron wrote:
         | I really liked the storytelling in Hypnospace Outlaw, where
         | you're just an onlooker to a pseudo-internet and can learn
         | details from peoples' pages and mannerisms.
        
       | BeFlatXIII wrote:
       | The section about "witty" dialogue, meme humor, and twist endings
       | hit home for me. It's also the same reasons I'm not a fan of most
       | Marvel movies.
        
         | Hamuko wrote:
         | I feel that way about most American blockbuster movies. They
         | all seem to plagued by it.
        
       | haunter wrote:
       | This is quite an incredibly toxic and negative piece. There are
       | countless games with great stories
       | 
       | The whole article feels like OP is upset about something behind
       | the scenes and just had to rumble about it
       | 
       | Maybe it's even sarcasm, you never know nowdays
        
         | jsiepkes wrote:
         | > This is quite an incredibly toxic and negative piece
         | 
         | The author might have a negative take on things and you might
         | not like the article but to brand the article as "incredibly
         | toxic" is a bit of a hyperbole.
        
           | rootlocus wrote:
           | The title is "Sx truths", meaning there's no room for
           | argument, interpretation or nuance. It's not his opinion,
           | they're not observations, they are truths. That sets the tone
           | for a strongly opinionated point of view, that ultimately
           | failed to provide suficient proof for most of its examples,
           | making it a rant.
           | 
           | And rants are fine, but trying to present it as the profound
           | observations of a veteran with 20 something years of wisdom
           | that shits on everyone's favourites without many arguments
           | ("The Last of Us [...] having a story as good as a medium-
           | quality zombie movie" is not an argument) comes of as toxic.
        
           | haunter wrote:
           | Well to me it's toxic when it opens with the achievements
           | (being successful in the business for 27 years) then shits on
           | the whole industry and their own customers (treat your own
           | players as idiots) in a holier than thou attitude. Just very
           | bitter.
        
             | chongli wrote:
             | It's not bitter at all. It's self-deprecating and funny.
             | The author, Jeff, has been making games that I've been
             | playing for their story and gameplay alone (the graphics
             | are truly terrible) since the 90's.
             | 
             | Jeff is irreverent and highly opinionated but absolutely
             | not "holier than thou." He knows his games are ugly and
             | played only by a tiny niche. The only thing he can remotely
             | claim to be better at than most people is running a video
             | game studio that manages to support his small household.
        
             | nottorp wrote:
             | So... everyone that disagrees with you is "toxic"?
        
               | haunter wrote:
               | No but OP is the one setting up the field in an
               | incredibly negative way
               | 
               | Also the title ("truths") implies there is no room for
               | negotiation
        
             | thendrill wrote:
             | Well I am also from the game industry and that is how we
             | actually treat players. Most important players are are
             | called "whales". They have money and no self control. The
             | industry is always targeting them. We spend sometimes
             | months looking at numbers just to increase the spending
             | margin of those players, usually 90% of players are
             | "idiots" because they don't spent more than necessary.
             | 
             | And we focus on the other 10% that have diminished mental
             | capacity for self control or other issues that would hinder
             | their self control. If they are not addicted to our
             | product, they will get addicted to a competitors product
             | anyway.
        
       | dav_Oz wrote:
       | Video games with its interactive possibilites possess a unique
       | mechanic device which books or movies simply don't have. So, in a
       | way stories in a game do not serve the same purpose.
       | 
       | And if you delve deep into literary theory itself; "stories" do
       | not exist without its form. This dichotmoy is frankly quite
       | misleading.
       | 
       | I personally prefer to use another vantage point for examining
       | "video games" borrowed from the strucuralists: What is the
       | difference (to other games)?
       | 
       | This quote from Viktor Shklovsky, a Russian Formalist, can be
       | easily translated to the art form of "video games":
       | 
       | "And so, in order to return sensation to our limbs, in order to
       | make us feel objects, to make a stone feel stony, man has been
       | given the tool of art. The purpose of art, then, is to lead us to
       | a knowledge of a thing through the organ of sight instead of
       | recognition. By "enstranging" objects and complicating form, the
       | device of art makes perception long and "laborious." The
       | perceptual process in art has a purpose all its own and ought to
       | be extended to the fullest. Art is a means of experiencing the
       | process of creativity. The artifact itself is quite unimportant."
        
       | krisgenre wrote:
       | I am not sure if there were any before but Max Payne was the
       | first game that I had every played with an intriguing storyline
       | and an awesome haunting music. I believe those guys invented
       | 'bullet time'.
        
       | aynsof wrote:
       | I remember all the press praising the original Half Life for its
       | story. I was really surprised - it was the same story as all
       | first person shooters going back to Doom:
       | 
       | Bad guys spawn across an inter-dimensional portal and start
       | wreaking havoc. Protagonist has to kill them all, crossing the
       | portal in the process to go destroy the alien leader.
       | 
       | There were some cool extra details - the G Man, the marines
       | entering as a third force, the diversions to do things like
       | launch a missile into space - but all of those things were
       | additional to that same, basic story.
       | 
       | This author has it spot on: our standards for story telling in
       | video games are really low.
        
         | swat535 wrote:
         | You can marginalize all stories this way because that's the
         | core of story writing.
         | 
         | There is always a villain , a protagonist and he goes through
         | challenges to eventually defeat the villain. Finally he is a
         | transformed man and returns home with the riches for society.
         | 
         | Sure there are some that deviate from the traditional plot but
         | only very few of them succeed because to pull that off you have
         | to be a master in story writing.
         | 
         | What makes a story great isn't its uniqueness regarding the
         | plot but having great character development, dialogue, depth
         | and breadth of the environment, the correct use of things like
         | midpoint, flashbacks, rising action and other devices to keep
         | the audience engaged.
         | 
         | Making sure secondary characters contribute equally and help
         | the protagonist grow is also important.
         | 
         | The truth is that making a great video game is an incredible
         | effort as there needs to be a balance of everything such as
         | great AI, graphics, etc and as I described above good story
         | telling is already a massive undertaking.
         | 
         | Given the above , I'm not surprised many publishers cut corners
         | because they are limited by time and budget
        
         | danielvaughn wrote:
         | > our standards for story telling in video games are really
         | low.
         | 
         | At the same time, the upcoming Uncharted movie is looking to be
         | substantially less interesting than Uncharted 4.
        
           | MomoXenosaga wrote:
           | I find it interesting that there are a lot of articles
           | bashing videogame stories yet nobody is making these points
           | about the movie industry.
           | 
           | The fact that the movie studios are now looking at videogames
           | for inspiration is very telling IMO.
        
             | slightwinder wrote:
             | > I find it interesting that there are a lot of articles
             | bashing videogame stories yet nobody is making these points
             | about the movie industry.
             | 
             | What do you mean? People complain about movies all the
             | time. Even Blockbusters, or especially braindead
             | blockbusters, are being trashed everywhere. Marvel-Movies,
             | as beloved as they are, are often bashed for how bad and
             | generic they are. Hollywood for many people is synonymous
             | for bad storytelling.
             | 
             | > The fact that the movie studios are now looking at
             | videogames for inspiration is very telling IMO.
             | 
             | Because that's where the customers are. Gaming is primary a
             | thing of younger people, and to bait them you need stuff
             | that they know and love.
        
         | Zababa wrote:
         | I find it really weird to judge a story on what it boils down
         | to instead of on how it's delivered. Imagine you have two
         | versions of a game. The first delivers its story by long
         | cutscenes and a omniscient narrator. The second delivers its
         | story with the environement and dialogues with the characters,
         | with the playing having to piece everything together. Even if
         | the "story" is the same, the second game has a better story.
         | Storytelling is a essential part of the quality of a story.
        
           | losvedir wrote:
           | What the story is, and how it's told, are both important
           | aspects to varying degrees to different people. This is the
           | case with novels, too. For example, I love a good mindbending
           | plot, and barely care how it's told. I can tolerate / enjoy
           | hard scifi or fantasy with detailed magic systems, even if
           | the writing is considered not great. To me, the Ciuxin Liu
           | Three Body Problem series is one of the greatest of all time
           | because it has some absolutely wild ideas, even though it was
           | translated from Chinese by different translators, and some
           | people say not well.
           | 
           | On the other hand, a lot of people enjoy the art of literary
           | composition. Grand scenes with precisely chosen words, "show
           | don't tell" (which has little bearing on the underlying plot
           | ideas, to me), and lots of rich description. I don't care for
           | that sort of stuff, probably because I don't visualize things
           | in my head much while reading, but I know a lot of people who
           | judge books and authors on it.
        
             | hairofadog wrote:
             | Thanks for that perspective! I think about this all the
             | time, and though my tastes are different I think you're
             | exactly right.
             | 
             | I think of narrative as a combination of several elements:
             | character, plot, world-building, execution (word choice,
             | visual choices and performance for film or games), concepts
             | and ideas. I tend to be drawn to strong characters first,
             | but not always. Some examples off the top of my head:
             | 
             | Clerks: strong characters, mediocre almost everything else
             | 
             | Reservoir Dogs: strong characters, strong execution,
             | minimal plot and world-building
             | 
             | Portal: strong characters, plot, world building, concepts,
             | and execution
             | 
             | Brazil (the Terry Gilliam movie): strong world-building and
             | execution, weak characters and plot
             | 
             | Lolita (the book): strong execution and characters
             | 
             | Harry Potter: strong characters, world-building, and
             | concepts, goofy plot and execution
             | 
             | Primer: mind-bending concepts, good execution, weak
             | characters and plot
             | 
             | Don't know why, but I could go on and on thinking about it.
             | 
             | Edit: this list would imply I have pretty narrow tastes but
             | really I like a little bit of everything; these are just
             | some notable examples that came to mind as being
             | particularly strong or weak in certain areas.
        
             | Zababa wrote:
             | I agree with you, what I was opposing was more the
             | reductivist view of things like "Half life is just ...".
             | You could do the same with the Three Body Problem series
             | and it would absolutely fail to explain what's great about
             | the series. First book: detective story mixed with
             | historical events. Second book: smart guy vs other smart
             | guy. Third book: history through the eyes of one person
             | that was here at pivotal events.
             | 
             | The comment I replied to mentionned:
             | 
             | > There were some cool extra details - the G Man, the
             | marines entering as a third force, the diversions to do
             | things like launch a missile into space - but all of those
             | things were additional to that same, basic story.
             | 
             | I think it's wrong to separate a story between "a story"
             | and "the details", all stories are the same if you boils
             | them down enough.
        
         | fullshark wrote:
         | Nah it was actually a big deal, Doom was basically: Get to the
         | exit, in some illogically defined alien maze designed to
         | maximize fun for the player. In Half-Life simply having the
         | game take place in a logical location was a big deal even. I
         | remember people praising Half-life for stuff as simple as
         | weapons drops were in places that made sense, instead of
         | floating in the middle of a corridor. The story wasn't the main
         | selling point for sure, but the fact that it took place in
         | reality, and had some sort of logical progression of events was
         | a big deal.
        
         | MomoXenosaga wrote:
         | As opposed to what? The average superhero story that Hollywood
         | has been milking for 20 years now? Compare videogames not to
         | great literature but to popular culture.
        
           | danielvaughn wrote:
           | Yep. Just think about all the latest Jurassic Park films.
           | They're almost identical to video games in story-telling
           | quality.
        
             | stubish wrote:
             | We have a new generation of script writers shaped by
             | computer games rather than books, radio or cinema. We will
             | look back in fondness once we get script writers shaped by
             | social media.
        
         | atoav wrote:
         | While I think the bassic narrative skeleton of the story is
         | important, what is equally important is the world building that
         | comes with it.
         | 
         | If your game feels like traveling to an alternate dimension
         | with vivid details and differences a lot about the story can be
         | excused, because the player will eventually find their own
         | story within your game.
         | 
         | If your story is great and the freefloating passages are dull
         | and lifeless the story can be great but it will never a good
         | game.
         | 
         | Why not both? A great gripping story in a believeable world.
        
           | DeathArrow wrote:
           | There are some games with good world building but meh
           | stories. Many RPG can be fitted in this category, for example
           | The Elder Scrolls series.
        
           | pdpi wrote:
           | > While I think the bassic narrative skeleton of the story is
           | important, what is equally important is the world building
           | that comes with it.
           | 
           | Case in point: Children of Men is basically a two hour-long
           | escort quest. It's also an absolutely amazing film with
           | amazing storytelling.
        
             | atoav wrote:
             | Yeah this is my point, if the _thing_ a part of the game
             | conveys is interesting, it doesn 't matter all that mutch
             | if is technically very simple in other regards.
             | 
             | What I hate however is when games have the most inspiring
             | world and fail to tell unique stories in it. E.g. the game
             | plays in South America, yet I learn nothing about the
             | reginal culture when I play it, because all Characters are
             | very generic.
             | 
             | This is something that made Witcher 3 great: nearly every
             | quest managed to convey some feeling about how it must have
             | been to live in the medival ages (or some fantasy version
             | of it).
             | 
             | I like it when games take their own world seriously and
             | root every character, story and object deeply within the
             | history of that world. And yes, sometimes that means
             | telling the player things they can't understand
             | immidiately, because they come from a different culture and
             | world.
             | 
             | If you could exchange the world just like that without
             | changing a lot about the quests, you are doing it wrong.
        
         | namdnay wrote:
         | I think the praise for Half Life was the story telling. The
         | story itself is pretty generic scifi action, but the fact that
         | you discovered it through the player rather than a paragraph of
         | exposition or a cutscene was pretty novel for that genre
        
           | eterm wrote:
           | Absolutely this. In half-life you were exposed to a world and
           | left to figure out what was going on from that. You were
           | rarely directly told to do anything.
           | 
           | For the first hour or two you were implored to, "Get to the
           | surface" because it was your and your fellow scientists hope
           | of being rescued.
           | 
           | When you run into the marines you aren't told they're bad,
           | they just start trying to kill you and you figure out that
           | you're not getting a rescue.
           | 
           | World-building wise it was leaps ahead of anything that came
           | before it and the in-game (rather than FMV) dialogue was
           | fantastic and immersive.
           | 
           | It didn't have "level screens", the level transitions were
           | natural rather than forced with loading screen hints and
           | title cards.
           | 
           | While that's all completely standard now, the other
           | competitor titles at the time were games like Quake 2 and
           | half-life's predecessors were games like Duke Nukem 3D and
           | Quake, which while both ground-breaking in their own way
           | weren't a touch on the visceral world of half-life.
           | 
           | The only other FPS games that came close to lore was rainbow
           | six, but that was the "set pieces" style of choosing levels
           | and going through rehearsed action rather than what felt like
           | an emergent world in half-life.
           | 
           | While replaying half-life now it feels far more linear and
           | scripted, that's because we have nearly 15 years of gameplay
           | improvements built on top of where it lay the foundations.
           | 
           | For players at the time, going from games like quake to half-
           | life it really did feel like it was genre defining.
        
             | gary_0 wrote:
             | Half-Life is the "Seinfeld is unfunny" of FPS games.
        
             | MomoXenosaga wrote:
             | Half-life opening tram ride and test chamber were
             | revolutionary. Nobody else had done something quite like
             | that. Other games gave you the backstory in the manual and
             | dropped you straight into the action.
        
             | watwut wrote:
             | > When you run into the marines you aren't told they're
             | bad, they just start trying to kill you and you figure out
             | that you're not getting a rescue.
             | 
             | That is not exactly subtle nor needs much figuring. Them
             | trying to kill you is game telling you they are bad in very
             | straightforward way.
        
               | nkrisc wrote:
               | That's the game _showing_ you they're bad with gameplay
               | instead of _telling_ you with a cutscene or text.
        
               | watwut wrote:
               | Games were showing rather then telling long before half
               | life. That was not something special. I don't know
               | whether people here did not played games other then half
               | life back then or half life is only thing they remember.
               | 
               | And the difference between full cit scene and what
               | happened in half life was really really minor.
        
               | hypertele-Xii wrote:
               | You're gonna have to list some pre-Half-Life games that
               | did a better job.
        
               | watwut wrote:
               | Wolfestein or doom. The thing is, half life allowed
               | exactly zero choice. So anything where you can go back or
               | have a choice between opening left or right door is
               | better in terms of player agency.
               | 
               | In terms of showing rather then telling via text, almost
               | anything has that aspect.
               | 
               | Half life had very good graphics for the time. That is
               | where it shined.
        
               | hypertele-Xii wrote:
               | Half-Life has a _bunch_ of player /story choices. Most of
               | them small and inconsequential, I'll grant you, like the
               | microwave incident, but Half-Life even _ends_ on a
               | meaningul story player choice - whether to accept the job
               | proposal.
               | 
               | Wolfenstein and Doom have _literally zero_ story choices
               | of any kind. Not even inconsequential ones!
               | 
               | Clearly, Half-Life has superior story telling to
               | Wolfenstein or Doom. Not by _much,_ can be argued, but it
               | clearly does. And _at the time,_ the little bit felt like
               | a whole lot compared to literally nothing.
        
               | watwut wrote:
               | Half life is going through exactly determined road with
               | no option to turn left or right. There were token
               | decisions, but that is it, they were just covers.
               | 
               | In wolfesrwin, you could at least go back and had choice
               | between left or right doors. Half life had only way to go
               | - forward. It was like sitting on train moving on
               | railroad.
        
               | crtasm wrote:
               | But not in first person, you-are-present-in-a-3D-world
               | games? At least I'm not remembering any that felt like
               | Half Life 1 did.
               | 
               | The difference between a cut scene and embodying a
               | character while things happen around you isn't a minor
               | thing for many of us.
        
               | watwut wrote:
               | The castle of wolfestein or doom are both significantly
               | older and allow more freedom. System shock was a year
               | later and allowed actual tactical choices and somewhat
               | strategical o es.
               | 
               | Half life was part of pattern of moving towards extremely
               | linear. It had better graphics than normal at the time.
               | It had attempt at actual story. It was not move toward
               | more agency to the player nor toward subtlety.
               | 
               | It had less choices than normal at the time, not even in
               | terms of whether to hide on left or right, less options
               | for tactical decisions, less of anything like that.
        
               | mcphage wrote:
               | That sounds like it's still a cut-scene, just one done
               | in-engine. Does the player have any control over the
               | encounter, like shooting the marine or the scientist,
               | before the scene begins?
        
               | crtasm wrote:
               | Here's the moment, unclear if you have full control but I
               | don't think it locked you in to watching..?
               | https://youtu.be/nHXtv11ZAH4?t=184
               | 
               | yes here's a clip of someone saving the scientist:
               | https://youtu.be/e_l84_7jDoU?t=163
        
               | freeflight wrote:
               | Let's be a bit more specific here: The first scene where
               | the player encounters the marines is one where a
               | scientist runs up to one of them, and gets gunned down by
               | the marine.
               | 
               | That kind of scripted event, and environmental story-
               | telling, was extremely novel in a FPS game back then.
               | 
               | It's easy to nowadays handwave that away as merely _"
               | Marines shoot player, player realizes Marines are enemy"_
               | like that kind of heavy scripting is just something
               | mundane. But back then it wasn't mundane, it was quite
               | revolutionary.
               | 
               | Before that the norm in the genre was mostly maze
               | shooters with very limited NPC interactions, like certain
               | Doom enemies fighting each other or some wall or another
               | blowing up in Quake, Half-Life took all of that and
               | brought it to a whole new level.
        
               | watwut wrote:
               | To be clear, I did played the game back then. I did not
               | perceived it as subtle or indirect or needing to figure
               | out. Back then years ago, that in the moment game moment
               | was "ah, OK, soldiers are supposed to be bad guys and I
               | am supposed to kill them".
               | 
               | Back then, half life was one of the games that made me
               | think about how linear games are evolving to be. At one
               | place, you could decide to go left or right and it joined
               | back together quickly. It was straightforwardly
               | prescripted, which is something we discussed with friends
               | a lot.
               | 
               | I did not needed hindsight of years and my current
               | experience. If anything now I have less experience as I
               | spend significantly less time playing games like this.
        
               | bsanr2 wrote:
               | Games have always been pretty linear, though. The ones
               | that had a notable degree of "freedom" found that freedom
               | in
               | 
               | a) Choosing which enemies to go and kill with your chosen
               | color of pixel burst.
               | 
               | or
               | 
               | b) Choosing which set of text and vaguely
               | representational spritework the game would expose to you.
               | 
               | Many "linear" games offer tactical rather than strategic
               | freedom. There is a sort of conservation of experiential
               | depth, limited by the players' ability/inclination to
               | absorb new interaction concepts, and the availability of
               | developer resources to build them.
        
               | paulryanrogers wrote:
               | > Many "linear" games offer tactical rather than
               | strategic freedom.
               | 
               | This is a good way to put it IMO. Command and Conquer is
               | an interesting exception in the action genre because it
               | had some meta strategy in branching missions of the over
               | world.
        
               | watwut wrote:
               | > Many "linear" games offer tactical rather than
               | strategic freedom
               | 
               | Half life was not one of them. At the time, they were
               | games that allows more strategizing and more tactic and
               | more micro choices. Half life was as prescribed as it
               | gets.
        
               | ChrisKnott wrote:
               | Yes but even this was revolutionary at the time - to
               | reveal that information through gameplay rather than
               | cutscene or text.
        
         | ajuc wrote:
         | > our standards for story telling in video games are really
         | low.
         | 
         | Nah, the standards are just different because of the medium.
         | Just like you wouldn't write a book where people sing for 10
         | minutes every time they talk, and you wouldn't write opera that
         | lasts for 40 hours and has realistic acting and dialogs - you
         | can't compare stories between different media ignoring the
         | differences. And the difference that interactivity makes is
         | bigger than the different constrains between novels and opera.
         | 
         | The more detailed and intricate a story of a game is - the less
         | freedom of choice the player has. In the extreme case you have
         | so called "visual novels" which let you make 10-20 choices the
         | whole game at predefined places. They barely qualify as games
         | and they are very niche genre in gaming because they don't play
         | to the strengths of the medium. At that point you might as well
         | read a "choose your own adventure" book. The most common
         | emotion they cause in players is frustration because they
         | wanted the protagonist to do something else, but they can't
         | influence the story in any way at the moment.
         | 
         | On another end of the spectrum you have games like minecraft -
         | where the story is your struggle vs the mechanics of the game,
         | and there's no need for any pre-defined plot because you create
         | the plot with every keyboard input you do every second. Freedom
         | of choice = 100%, plot = 0%. Most gamers prefer these kinds of
         | games because they can only be realized as games.
         | 
         | The plot in minecraft can be "night was coming and I forgot the
         | close the doors to the mines, then a creeper came and blew up
         | my bed and pushed me into a chasm near a river of lava - I had
         | 5% hitpoints left and if I died then I would get respawned in
         | random place on the map cause no bed - I would maybe have to
         | spend hours trying to find my base again so I had to think hard
         | how to get out of there alive". It's a great story that forces
         | the player to feel strong emotions. And it won't happen to any
         | other player the exact same way which makes it even better. If
         | you add traditional plot to Minecraft you make it worse.
         | 
         | No matter if a story in art is detailed and intricate, or
         | barely there - what matters is how it makes people feel. Novels
         | have 100s of pages, poems might have 4 lines, but you won't say
         | "stories in poetry suck".
         | 
         | In Opera the main point is music, so the story is designed
         | around that (and the time and place constraints). In games the
         | tradeoffs are different, but it doesn't mean that it's somehow
         | "low standards".
         | 
         | Most games tend to prefer less plot and more freedom because it
         | plays to the strengths of the medium. It's a trade-off.
         | 
         | > it was the same story as all first person shooters going back
         | to Doom: Bad guys spawn across an inter-dimensional portal and
         | start wreaking havoc
         | 
         | almost every book is Hero's Journey if we look from high
         | enough. Details matter. You can take the same central conflict
         | and write 1000 books that make you feel 1000 different
         | emotions.
        
           | SamoyedFurFluff wrote:
           | I think there's a bit where stories can be extremely complex
           | but still have interactivity from the player. Bioware
           | produces games like this where decisions made from previous
           | games can be inherited to affect future games, and the
           | overall storylines are complex and nuanced, albeit mostly in
           | what BioWare can control (world building, npcs making
           | decisions and having their own agendas, etc.)
        
             | ajuc wrote:
             | Yes, that's the hybrid model used by most RPGs:
             | 
             | - visual novel mode for dialogues and plot choices where
             | player freedom is very restricted by story can be detailed
             | 
             | - game mode for mechanics and combat that have barely any
             | influence on the story (besides "survive this challenge to
             | continue") but players have freedom to express themselves
             | 
             | It is very formulaic in structure, I'd argue more formulaic
             | than ancient theater, and it limits the possible plots a
             | lot (for example you won't find any RPG where the hero gets
             | weaker with time). But all these conventions are accepted
             | as necessary evil by the intended audience, so that's fine.
        
           | hypertele-Xii wrote:
           | > The more detailed and intricate a story of a game is - the
           | less freedom of choice the player has.
           | 
           | That's merely an economic decision by the industry. You _can_
           | make a game with detailed and intricate stories while
           | simultaneously allowing full player freedom. It 's just
           | difficult and expensive to do so!
           | 
           | Consider something like Dwarf Fortress. It's detailed down to
           | the alcohol content of the dirt under the cat's third left
           | front paw nail. And the cat has its own will and you are
           | permitted to do pretty much anything to the cat. But it's
           | taken two people years to make it without much/any profit.
           | 
           | The state of affairs is simply that we are limited only by
           | our imaginations and our economic utilities. We carry
           | supercomputers in our pockets. Few have any idea what to do
           | with them.
        
         | bujak300 wrote:
         | And now that lame video game storytelling style is bleeding
         | into cinema
        
           | hypertele-Xii wrote:
           | I think it's the other way around. Lame cinema bleeding into
           | video games. How many games are just glorified movies? With
           | more cutscenes than gameplay?
           | 
           | Print bleeds into video games _and_ movies as well. How many
           | movies start with a text blurb? How many games literally just
           | tell you what happened, instead of showing, instead of
           | _doing._
        
           | djmips wrote:
           | I feel that's been present in cinema for as long as it's been
           | around. B movies, cheap horror, serials for example.
        
         | apownx wrote:
         | Its low because MOST the chimp troupe is incapable of doing
         | harder cognitive work or for longer periods of time no matter
         | what reward is dangled in front of them.
         | 
         | It doesnt matter which writer, author, musician, artist, game
         | designer, movie maker you pick they all hit an upper bound of
         | how many chimps in the the whole troupe they can connect with.
         | 
         | But if we are targeting specific niches rather than the whole
         | population its a great time to be a story teller. The kind of
         | engagement you can get is historically of the charts.
        
         | II2II wrote:
         | Somewhat related: I remember watching a segment on the Computer
         | Chronicles in the mid to late 1990's where a developer was
         | boasting about the puzzles in some sort of space themed
         | shooter. He then proceeded to show an example. It involved
         | toggling a switch in a control room to open a door in an
         | adjacent room. Ever since then, I have taken claims about the
         | sophistication of video games (may that be in puzzles or story
         | telling) with a grain of salt since the standards are
         | remarkably low. The only way to assess those claims is to play
         | it yourself or, these days, to watch a walk-through.
         | 
         | Even then, I tend to gravitate towards open world games without
         | stories since it is easier to imagine your own than dealing
         | with expository interjections. The Long Dark is a good example
         | of this. The developers are trying to make a narrative driven
         | game with their Wintermute story mode, yet the reality is that
         | survival mode is far more fun. Rather than dealing with
         | criminals in an otherwise inexplicable desolate wasteland[1]
         | while trying to find my ex (their story), I am trying to figure
         | out what happened to the once sleepy community that I last
         | visited in my childhood while trying to survive long enough to
         | be rescued (my story).
         | 
         | (1) Technically, there is an explanation, but it is weak and
         | not always consistent.
        
         | mkotowski wrote:
         | > This author has it spot on: our standards for story telling
         | in video games are really low.
         | 
         | Are they? I would say that they are, but not for video games,
         | but for all things in general.
         | 
         | Sturgeon's law [0] states that "ninety percent of everything is
         | crap." And it was supposedly originally about sci-fi novels!
         | "Fifty Shades of Grey" was completely criticized on all fronts
         | by reviewers, but still became one of the top bestsellers.
         | 
         | If you look at ancient myths, we have things like a series of
         | myths with a central plot resolving around a god raping humans
         | of all genders (significant chunk of Zeus-related mythology),
         | Loki changing into a mare and getting impregnated, because gods
         | wanted to prevent a builder from getting rightfully earned
         | reward [1].
         | 
         | Most of the stories created today are low-quality ones. And
         | that was always so. Only when we look at the past creations, we
         | can only experience those that were good enough to be
         | preserved. The same will probably happen with video games if
         | various DRMs will not prevent that.
         | 
         | [0]: https://en.wikipedia.org/wiki/Sturgeon's_law [1]:
         | https://en.wikipedia.org/wiki/Sva%C3%B0ilfari
        
           | Sebb767 wrote:
           | > "Fifty Shades of Grey" was completely criticized on all
           | fronts by reviewers, but still became one of the top
           | bestsellers. > [...] > Most of the stories created today are
           | low-quality ones. And that was always so. Only when we look
           | at the past creations, we can only experience those that were
           | good enough to be preserved.
           | 
           | I'm pretty sure that Fifty Shades of Grey wasn't successful
           | for its story, but for discussing sex and specifically BDSM
           | in a more open way than what was previously seen in
           | "mainstream" movies.
           | 
           | Overall, a lot of works that, on the surface, aren't very
           | impressive by current standards, but still managed to stand
           | out in a novel way. Fifty shades and Half Life are two
           | examples, but you could say exactly the same thing about
           | Minecraft, DOOM, most of the classical movies, most of the
           | old "legendary" cars and a lot more. Things don't become
           | classics by standing the test of time - if you discount
           | nostalgia, a lot of "classical" stuff is crap by todays
           | standard -, but by founding the genre they're later beaten
           | in.
        
             | slightwinder wrote:
             | > I'm pretty sure that Fifty Shades of Grey wasn't
             | successful for its story, but for discussing sex and
             | specifically BDSM in a more open way than what was
             | previously seen in "mainstream" movies.
             | 
             | And because it feeded from the Twilight-Hype, on which it
             | was a juicy twist. For itself it probably would never have
             | become such a success.
             | 
             | > but you could say exactly the same thing about Minecraft,
             | DOOM
             | 
             | Can we? Minecraft feeds mainly on its powerful sandboxing
             | and modability, which other games still can't really match
             | today, while also still getting regular updates. And doom
             | as a franchise continued to move forward and created new
             | games. They don't remain successful just because their
             | first versions were awesome at the time, but because they
             | continued to output awesome successors.
             | 
             | This is very different from classics which are usually
             | frozen in time and stay classics despite getting no updates
             | at all.
        
           | taeric wrote:
           | Mentioning ancient myths, I'm struck by how surprisingly good
           | the story telling in the new God of War games is.
        
       | Theodores wrote:
       | Parents play video games as well as their kids. This never used
       | to happen if we roll back to when Space Invaders was the latest
       | and greatest.
       | 
       | Nowadays you can have the 50 year old dad spending his quality
       | time in bed next to his wife blasting enemies with the
       | teenage/student kids doing the same.
       | 
       | With another generation it will be the folks in retirement homes
       | too.
       | 
       | With music you get stuck on the stuff you discovered and made
       | your own. Into punk? Probably born way back in the 60s. Techno?
       | 70s.
       | 
       | Will it be the same with games? The guy in the retirement home
       | still playing World of Warcraft? Or that copy of Diablo that came
       | out in 2003?
       | 
       | Story in video games therefore has to be good enough to not just
       | last a week or a summer, but a lifetime.
        
         | billyjobob wrote:
         | Space Invaders and arcades in general seemed more popular with
         | adults than with children in 1980. I'm not sure when or why
         | video games came to be regarded as a juvenile pastime. Possibly
         | coincided with the kid-friendly characters and home consoles
         | promoted by Sega and Nintendo around 1990.
         | 
         | Or maybe games have always appealed to nerds of all ages, but
         | what happened in the 90s is they began to appeal to normie
         | children too, and as you point out those normie kids continued
         | to play them when they became normie adults.
        
         | DeathArrow wrote:
         | >With music you get stuck on the stuff you discovered and made
         | your own. Into punk? Probably born way back in the 60s. Techno?
         | 70s.
         | 
         | I don't listen to particular genres of music or music from a
         | particular period of time.
         | 
         | As for gaming, I would rather watch a film, read a book, go
         | outside, watch a play, meet people, do something else, because
         | I don't have much free time and gaming is not a priority.
         | 
         | I would probably play some games if I would have more free
         | time.
         | 
         | As a matter of fact I worked for 7 years as a game programmer
         | and during that period I never played other games than our own
         | stuff and some stuff from the competition where we wanted to
         | understand some mechanics.
        
         | davidelettieri wrote:
         | 50 years old dad was in his twenties when Doom was out. Older
         | people that plays videogames are mostly the ones that played
         | videogames at a young age.
        
         | thriftwy wrote:
         | People still play HoMM 3 from 1999 - both as a hobby in large
         | numbers, and professionally. New content is being created.
         | 
         | Master of Magic gets a new life with bugfix/balance patches and
         | addons. It's from 1993.
        
         | watwut wrote:
         | It did used to happen. Really. And it does not happen super
         | often now.
        
       | [deleted]
        
       | unpopularopp wrote:
       | >The Last of Us has decent gameplay but became a phenomenon by
       | having a story as good as a medium-quality zombie movie
       | 
       | Seems like the writer is just hating AAA games
       | 
       | But I'm also curious what zombie movies does this guy watch that
       | have a so so much better story than TLoU
        
         | nottorp wrote:
         | > Seems like the writer is just hating AAA games
         | 
         | He's not alone. But I don't hate them, they bore me to tears.
         | Same goes for the current Hollywood blockbusters.
         | 
         | > But I'm also curious what zombie movies does this guy watch
         | that have a so so much better story than TLoU
         | 
         | Zombieland :)
        
       | wanda wrote:
       | You have to remember that money is the only thing that exists.
       | 
       | Stories do not need to be good for a video game to sell. These
       | days, the game doesn't even need to be original, you can just
       | sell a remake or a remaster and print more money.
       | 
       | Stories aren't even a substantial factor for _maximising_ sales.
       | Paid DLCs are often self-contained and not necessarily even based
       | on the story.
       | 
       | There is a reason why every game released now is a "cinematic"
       | title with a generic bad story and most likely with online
       | multiplayer (co-op and/or PvP) and microtransactions for player
       | customisations.
       | 
       | These games have the "breathtaking cutscenes" and "next-gen
       | visuals" to give game review websites their headlines (game
       | review sites are basically as crooked as financial ratings
       | agencies) and then the game prints money with initial cost, cost
       | of paid DLC, and the cost to give your character flashier armor
       | than the other guy.
       | 
       | In the beginning, people developed games with passion. They
       | focused on make the game fun to play, rewarding to play. We
       | didn't know the best ways to do things but we tried.
       | 
       | Games were difficult because overcoming a thumb shredding fight
       | is satisfying, figuring out an obscure puzzle is satisfying.
       | 
       | But when video game publishers etc got big enough, they were able
       | to cherrypick what they published, so naturally they go for
       | whatever will generate the most revenue with the least risk.
       | 
       | This means games are easier, so more people will play them and
       | fewer people will give up on them.
       | 
       | Games don't have puzzles that aren't solvable in seconds because
       | this represents a distraction from the combat which some research
       | has likely shown to give the general population more pleasure
       | than anything else.
       | 
       | And games don't try very hard at stories because it probably
       | costs a lot to come up with a good story and a good story will
       | likely involve game segments that are a little harder to put
       | together than the generic linear levels the publishers had in
       | mind.
       | 
       | Publishers probably also figure it's safer to keep things basic
       | in terms of story because they have data to show that people
       | bought into and/or enjoyed a story 85% similar in the past.
       | 
       | And they can just add DLC and remake/remaster the game down the
       | line and flesh the lore out. Hell, they can just rely on the
       | community to maintain the game on a long enough time scale.
       | 
       | Stories in video games are bad for the same reason most movies
       | these days are bad and samey. Money dictates everything on a
       | large corporate level and video game production has reached that
       | scale.
       | 
       | You still get indie devs who can go off the beaten path, but I
       | feel like 70% of these indie endeavours result in a 2D
       | platforming/metroidvania game because it's easy to make. Which is
       | fine but one could argue that this results in some samey stories.
       | 
       | There are obviously other indie games that are good and different
       | but it's still rare to see a great story -- the dev may not care
       | much about the story, they have less time to write a good or
       | original story because the game is likely their side-project, or
       | hell maybe they just suck at stories.
       | 
       | ultimately the story isn't super important to whether a game is
       | enjoyable to play. it is a factor to whether the game is fondly
       | remembered, and to whether it moves/touches people.
       | 
       | what matters is passion, artistry, soul. hard to define, but
       | basically if something is made with every effort to be perfect,
       | to realise a vision, and to be made enjoyable and fun to play,
       | regardless of cost-efficiency to some corporate timeline, it has
       | a chance of being a great game. if it has a great story, even
       | better, it can have 10/10.
       | 
       | I don't care what the graphics are like, I don't need to see the
       | pores on a characters face or their nostril hairs. far too much
       | time is put into this aspect of games.
       | 
       | I care about whether the game is fun, whether it's all but
       | addictive to play again. is it challenging? do I feel good when I
       | become skilful enough to overcome challenges? how the hell do I
       | get out of this room? did I seriously just have to read through
       | books I luckily coincidentally own to find the solution to this
       | problem?
       | 
       | then comes the story -- and to be honest, this is mostly because
       | there's par for the course. if it's really bad, like horror
       | channel b-movie bad, then there it makes a game struggle to
       | stick. but things like good execution and quality voice acting
       | can help recover a _mediocre_ or _unoriginal_ story.
       | 
       | I value originality, I think I am just a little bit too jaded to
       | expect it from games or indeed any media at this point -- it's
       | nice when it happens, but if it doesn't, as long as it's done
       | well and there's passion, as long as the game tries and is fun to
       | play, well made, I'm not gonna hate on it for having not-
       | shakespeare story.
       | 
       | but there's a threshold, like I said. Halo is a good example of a
       | shooter with a story that is pretty familiar prima facie, but it
       | earned a pass by being fun to play and the story has more
       | interesting features than immediately meet the eye.
       | 
       | metal gear solid, the PSX gsme -- a very familiar plot, certainly
       | for a while into the game anyway, but the execution and
       | storytelling was so good you didn't care.
        
       | reilly3000 wrote:
       | There are several games I've played where I remember playing
       | racing through the action to get further into the story, or games
       | that put storytelling at the center. In no particular order:
       | 
       | - Bastion
       | 
       | - The Stanley Parable
       | 
       | - Bioshock Infinite
       | 
       | - The Elder Scrolls series
       | 
       | - GTA: V
       | 
       | - Control
       | 
       | - Sam and Max
       | 
       | Sure this isn't high art, but often is deeply compelling
       | regardless. The possibilities of the medium are still yet to be
       | fully explored.
       | 
       | Are there other titles I should look into?
        
         | Sharlin wrote:
         | Planescape: Torment, of course, in which combat is rare, often
         | optional, and doesn't net you much XP compared to story
         | milestones and noncombat quests. Also, probably the only D&D
         | based computer game where it's a better idea to max Cha/Int/Wis
         | than Str/Con/Dex. (Although unfortunately the third act
         | devolves into a much more linear dungeon crawl, probably due to
         | the devs running out of time.)
         | 
         | Vampire: the Masquerade - Bloodlines, with its infamously janky
         | combat but incredibly memorable characters and some superb
         | storytelling moments. Unfortunately, the third-act degeneration
         | is very much a thing here as well.
         | 
         | The original Deus Ex, again with rather janky combat and
         | emphasis on stealth and nonviolent problem-solving. Exploration
         | and finding out more about the world is much more rewarding
         | than killing enemies. But the third act... Uh, I think I'm
         | starting to repeat myself here :(
        
       | [deleted]
        
       | wirthjason wrote:
       | The first game I remember having a story was The Legend of Zelda.
       | The competition at the time was Mario, Duck Hunt, Excitebike, and
       | all the arcade and Atari games.
        
       | Causality1 wrote:
       | _If I was, I 'd be writing books nobody buys because nobody buys
       | books anymore_
       | 
       | Sales of printed books have been increasing every year since
       | 2012. Last year alone saw a jump of over eight percent.
        
         | giantrobot wrote:
         | Overall sales might be up but are those sales making the head
         | fatter, the tail fatter, or the tail _longer_? For any
         | individual writer without sales in the head, increased sales
         | only matter if the tail gets fatter. They don 't individually
         | make any more money if it gets longer (more books by more
         | writers).
        
           | Causality1 wrote:
           | As long as the writers are making enough money to produce
           | their best output, the ideal situation is as long a tail as
           | possible. The greater the variety of author, the greater the
           | variety of books.
        
             | giantrobot wrote:
             | But that's the core issue. A long tail is good for Amazon
             | and theoretically good for readers. It's not really helpful
             | for writers. Any in the long tail are unlikely to ever pay
             | back an advance and actually make money off sales let alone
             | be making enough to produce their best output.
             | 
             | So total unit sales being up doesn't necessarily counter
             | that statement "no one reads books anymore". Unit sales
             | being "up" has a lot of qualifiers.
        
         | YeGoblynQueenne wrote:
         | It looks to me like the author was making a joke.
        
           | Kye wrote:
           | Agreed. I read it like the classic "nobody goes there
           | anymore, it's too crowded."
        
             | ddingus wrote:
             | Same. Text can sometimes be hard. That text is fairly
             | lucid. The tone and humor stand out fairly well. Like the
             | author said: competent.
             | 
             | ...which means a percentage of us will take it differently
             | than intended.
        
           | merciBien wrote:
           | I agree, I enjoyed the self-deprecating, comic tone of the
           | article. I still appreciate the comment pointing out that
           | large numbers of people apparently still read books. I was
           | surprised to learn that!
        
         | merciBien wrote:
         | Thanks for posting this comment, I searched for sources on this
         | topic after reading it and was very surprised to see
         | corroboration. Here's a quote and few links for those
         | interested:
         | 
         | In the US in 2019, a high % of adults reported reading a book
         | recently
         | 
         | https://www.markinblog.com/book-sales-statistics/
         | 
         | ...who is reading in the US?
         | 
         | In October of 2019, over 80% of adults, age 18 to 29, have read
         | at least one book in the previous year. Older adults, possibly
         | because they are not spending as much time studying and more
         | time working, read slightly less.
         | 
         | Lockdowns may have increased reading in the US
         | 
         | https://publishingperspectives.com/2021/02/aap-statshot-sees...
         | 
         | Political polarization in the UK appears to drive book sales
         | 
         | https://www.theguardian.com/books/datablog/2017/mar/18/the-f...
         | 
         | (edit for formatting)
        
           | [deleted]
        
           | r00f wrote:
           | Did they count only paper books? I read on average one book
           | each month, but all are digital.
           | 
           | Overall I agree with the idea, people for sure haven't
           | stopped reading books. But I'm not that sure about the paper
           | ones.
        
             | watwut wrote:
             | I don't believe average person actually reads a book a
             | month. There might be outliers who read a lot or something.
             | It likely counts in bought and never read books. But most
             | adults will openly tell you they finished last book five
             | years ago and attempted to read one last year.
        
           | yeetaccount wrote:
           | Books sales are sales of anything with an ISBN. This includes
           | adult colouring books, which I've heard is responsible for
           | possibly all the sales increases in the past few years.
        
             | kibwen wrote:
             | After a flurry of activity in the last decade, I haven't
             | heard anyone mention adult coloring books even once in the
             | past two or three years. As long as we're all baselessly
             | speculating, I will baselessly speculate that they were
             | just an ordinary fad. My own anecdote is that
             | disillusionment with internet content and electronic
             | consumption in general has caused me to buy and read more
             | books recently than at any point in my life.
        
               | watwut wrote:
               | They are prominently in bookstores. They did not
               | disappeared and people did not stopped buying them.
               | 
               | Just the hand wringing over them stopped.
        
             | nottorp wrote:
             | I'm blaming self improvement books.
        
             | gregjw wrote:
             | Come on...
        
       | mattowen_uk wrote:
       | If you want a good, different, video game story, I can 100%
       | recommend "Everybody's Gone To The Rapture".
       | 
       | It's _not_ a bang-bang-shooty game though.
        
       | [deleted]
        
       | HatchedLake721 wrote:
       | Nothing beats The Last of Us story for me (it's why it became
       | PlayStation game of the decade).
       | 
       | The Last of Us Part II spoils you even further, there isn't
       | anything else close to the level of detail and story telling that
       | Naugthy Dog has done here.
       | 
       | "It's a rollercoaster thrill ride which lasts like 20 hours and
       | leaves you scarred for the rest of your days. 10/10"
       | 
       | FYI HBO and creators of Chernobyl have picked up The Last of Us
       | and are filming 10 episode series right now with a bigger budget
       | than Game of Thrones.
        
         | dgb23 wrote:
         | What makes them stand out to me is the emersion. The game and
         | rythm let you feel the story on a different level.
        
         | thendrill wrote:
         | Yes last of us is amazing to watch.
         | 
         | But the game never starts. Your basically navigating cut scenes
         | on rails.
         | 
         | Same can be said for cod campaigns and Titanfall. Hell
         | titanfall 1 was multi-player only and it still has a story
         | spawning Apex Legends
        
         | Matthias247 wrote:
         | I remembered enjoying the first TLOU, but when I played the
         | second one last year it didn't click with me. It felt like a
         | rather long and brutal rage trip. There was story to it and
         | very nicely produced settings, but it all felt like minor
         | elements on this rage trip than any big changes and surprises.
         | Actually wondering if anyone else felt that way, or whether my
         | taste of games just changed over the last years.
        
       | shmde wrote:
       | Here are some single player narrative/story driven games which
       | are worth your time and money and also has decent to good
       | storyline. The author seems way too salty over some games I
       | think.
       | 
       | - The Last of Us 1 & 2 ( Must play )
       | 
       | - RDR 1&2. ( 2 is must play )
       | 
       | - GTA IV - Mafia 2
       | 
       | - A Plague Tale: Innocence ( must play )
       | 
       | - Metro series.
       | 
       | - Inside
       | 
       | - Witcher 3
       | 
       | - A Way out ( needs 2 player )
       | 
       | - Night in the woods
       | 
       | - Breath of the Wild ( if you own a switch )
       | 
       | - Undertale
       | 
       | - The whole Walking Dead series by TellTale. ( Similar theme of
       | Last of Us )
       | 
       | - Life is strange. ( People say it has a cliched story but I
       | loved it )
       | 
       | - Detroit become human.
       | 
       | - Yakuza Series
       | 
       | - Sleeping dogs ( A man who never eats pork buns is never a whole
       | man! )
       | 
       | - GoW (2018) ( PlayStation exclusive )
       | 
       | - Uncharted series especially Uncharted 4. ( PS exclusive but its
       | coming to PC soon )
       | 
       | - Horizon Zero Dawn
       | 
       | - Nier Automata
       | 
       | - Subnautica
       | 
       | - Firewatch
       | 
       | - Alan Wake.
       | 
       | - Fallout (especially New Vegas)
       | 
       | - Dishonored series
       | 
       | - Pathologic 2.
       | 
       | - Disco Elysium.
        
         | Matthias247 wrote:
         | Prey was interesting too, and I also enjoyed Deathloop from the
         | same studio (story is mediocre, but the way you discover it
         | during the gameplay is very compelling).
         | 
         | From telltale, I enjoyed also tales from the borderland.
         | 
         | I guess the list should also contain a lot of eastern RPGs.
         | Final Fantasy (e.g. the FF7 remake) and similar titles have a
         | lot of story.
         | 
         | Life is strange part 2 was a huge disappoinment. There is a
         | subpar story in the game, and literally zero gameplay (click a
         | button every 5 minutes - without exageration). Probably more
         | for people who are interested in the atmosphere of the game
         | than anything else.
        
         | thriftwy wrote:
         | Star Control II and Alpha Centauri are on par with the best SF
         | books out there. Vernor Vinge quality, I would say.
        
           | wellthisisgreat wrote:
           | Oh yeaah SCII
        
         | mjsir911 wrote:
         | It's been mentioned around on other comments but take a look at
         | Outer Wilds if you have the time, you and I seem to have very
         | overlapping preferences and I was surprised not to see it on
         | your list.
         | 
         | Appreciate the suggestions! Will have to take a look at the few
         | that I haven't yet.
        
         | NoPicklez wrote:
         | Where is World of Warcraft in all of this :(
         | 
         | Arguably one of the largest story worlds of all. Almost endless
         | lore and a game which resolves around story telling.
        
         | kyriakos wrote:
         | since you mentioned Alan Wake all games by Remedy seem to have
         | good stories backing the gameplay. Control would easily make a
         | nice twisted TV series.
        
       | DeathArrow wrote:
       | Another truth is that you don't need a good story to achieve
       | success. There are many successful games with no good story or no
       | story at all.
        
         | hnick wrote:
         | The problem is that "games" is one word, but we really have two
         | core types of game.
         | 
         | Some games focus on mechanical skills or rules akin to a sport
         | or boardgame, others are an interactive narrative experience.
         | This interactive experience can further be broken down into
         | games that tell you what is happening (cinema), and games that
         | let you make your own story (tabletop RPG).
         | 
         | So while there is a lot of crossover and blurred lines, of
         | these types of game, only one type really needs a well written
         | or scripted story to achieve its goals. We have many successful
         | games with no story due to this, but other games wouldn't have
         | succeeded without one.
        
         | qsort wrote:
         | This.
         | 
         | Space Invaders, Pacman, Mario, Tetris are games that single-
         | handedly _defined_ an entire generation of games. No story to
         | be found.
         | 
         | I think the OP is perfectly on point. A good story _demands_ an
         | authorial voice, and most games can 't have (or won't bother
         | with) that.
        
         | ycombinete wrote:
         | I like the John Carmack quote:
         | 
         | "Story in a game is like a story in a porn movie. It's expected
         | to be there, but it's not that important."
        
           | freeflight wrote:
           | Imho that quote says more about what parts of games John
           | Carmack has mostly worked on during his life than it actually
           | says anything about storytelling in games.
           | 
           | The guy is so deep in code engineering that sometimes other,
           | more nuanced, details can be seemingly totally lost on him.
        
             | nmfisher wrote:
             | Yeah, I have a lot of respect for Carmack as a
             | developer/engineer but I doubt you'd want him in charge of
             | actually designing your game. I'm sure he'd admit as much.
        
         | mkotowski wrote:
         | Or, as Nintendo often does, you create a good gameplay first,
         | and only then you start creating a plot around it.
         | 
         | Of course, it can fail too, but in my humble opinion it is one
         | of the best approach to game design.
        
       | [deleted]
        
       | imbnwa wrote:
       | I wanna know what quality of zombie movie this guy is watching
       | that The Last of Us is somehow beneath them. The only zombie
       | movie worth a damn _this century_ is 28 Days Later. The Last of
       | Us Part II was an even more amazing story, I literally was saying
       | NO at the penultimate scene on the beach. The franchise is so
       | well done HBO is adapting it.
        
         | EdwardDiego wrote:
         | I'm one of those weirdos who thinks 28 Weeks Later was artistic
         | genius, and that's a hill I'm willing to die on - all those
         | people dying to save an asymptomatic carrier because he's a
         | kid?
         | 
         | Entirely plausible and tragic.
        
           | bananamerica wrote:
           | Weeks or days?
        
             | sk0g wrote:
             | Weeks, which is the sequel to the original film, Days.
             | Weeks revolves around the asymptomatic carriers, while Days
             | is mostly about the outbreak developing.
        
         | sien wrote:
         | Shaun of the Dead was great. Fido was pretty good too.
        
           | imbnwa wrote:
           | Comedies just aren't the same thing though, I mean where do
           | you really start comparing Shaun of the Dead, which is
           | hilarious don't get me wrong, with The Last Of Us?
        
       | pdpi wrote:
       | We've had theatre and literature as narrative art for centuries.
       | Film has been around for a tiny bit over 100 years, and it took
       | them decades to find their own voices distinct from their
       | predecessors.
       | 
       | By comparison, video games are in their infancy. We've been at it
       | for only a few short decades, and having the audience directly
       | involved with the narrative is a radical shift from what we had
       | before. We're looking at a new art form finding its identity.
       | 
       | Right now the industry is drowing in AAA games that stick to the
       | cinematic style of storytelling (and "cinematic" is still used as
       | praise for storytelling in games), but there's also lots of
       | (mostly indie) games out there that are trying to push the
       | boundaries. You have games like Braid, Brothers and Hades
       | exploring how to strongly bind narrative and game mechanics
       | together. You have games like the first Bioshock, which abuse
       | your understanding of genre conventions. You have games like
       | Return of the Obra Dinn doing amazing work with non-linear
       | storytelling.
       | 
       | It's a good time to be into video game storytelling.
        
         | danielvaughn wrote:
         | I think the medium is still in such infancy that even the
         | cinematic style games are still pushing the boundaries. Naughty
         | Dog is making incredible experiences in that format.
        
         | speeder wrote:
         | I wonder how long it will take for someone to pull off what
         | Chris Crawford been trying to do, that is find games own style
         | of telling stories.
         | 
         | His own attempt was to make AI that writes the story as it
         | interacts with the player, but lastest blog entries of his
         | suggest he is unsure if that path that took him many years (he
         | started the attempt in 1992 I think?) was the right one.
        
         | periphrasis wrote:
         | Video games have existed for over 50 years now. Video games
         | have had as much time to mature as film had had by the early
         | 1940s. And by the early 1940s film had produced numerous mature
         | works of art displaying mastery of the medium that are still
         | avidly watched and viewed as masterpieces today. The excuse
         | that video games are a young medium may have held 20 years ago
         | in the PS2 era, but it does not hold any longer.
        
           | sethammons wrote:
           | How many movies does your avg movie goer know or can name
           | movies from the 40s? Maybe, maybe half a dozen (it's a
           | wonderful life, casablanca, citizen kane, Disney Fantasia and
           | Pinocchio, and his girl Friday. I'm pretty sure your average
           | person can name an order of magnitude more video games from
           | pong to mario to sonic to modern day AAA games. And over
           | time, some will have staying power, like I hope Breath of the
           | Wild will.
        
             | bombcar wrote:
             | Half of those games you listed are actually game _series_.
             | Most people can probably name Mickey Mouse, a movie
             | character from the 30s.
        
             | periphrasis wrote:
             | I'm not sure the recency bias of a contemporary average
             | person is a good proxy for the artistic achievement of a
             | time now three generations past. If we were to enumerate
             | the list of major, artistically significant films released
             | in the 30s and 40s, we would produce dozens of titles that
             | even the average person has heard of, if perhaps not seen
             | themselves. In the same vein, the average person would
             | struggle to identify Plato or Cicero, let alone have read
             | any of their work, but the names would at least ring a
             | bell.
             | 
             | Video games are in a weird place because they arguably
             | reached maturity of design with 1985's Super Mario Bros.
             | But as wonderful as SMB is, it doesn't mean anything or
             | have anything to say: it is just the first game to truly
             | nail 2d platformer mechanics to a transcendent degree.
             | Indeed, as the OP mentioned, the best video games seem to
             | be able to do as of yet with respect to depth of meaning is
             | the equivalent of a mid-grade zombie film (The Last of Us),
             | and the industry is such a grind that the writers burn out
             | before really developing their craft. Maybe video games
             | will eventually bring a depth of meaning and insight
             | equivalent to their refinement of play mechanics, but
             | they're not there yet.
        
         | imbnwa wrote:
         | _Journey_ and _Abzu_ are great examples of what video games can
         | do with just exploration of the environment telling you a story
         | with zero dialogue /exposition that by definition can't be done
         | in other mediums
        
           | periphrasis wrote:
           | I haven't played either game but any sort of visual medium is
           | capable of story telling without dialogue or exposition:
           | visuals can tell a story at least as effectively, if not more
           | so, than words can. For a somewhat recent, very well regarded
           | example, see the opening prologue of Up.
        
             | imbnwa wrote:
             | All other visual mediums lack interactivity which changes
             | things. I can't press something in a painting and unlock
             | another experience, in _Up_ the camera is controlled by the
             | creators. You can play the games I mentioned and _miss_
             | things by not exploring with your camera and interacting
             | with the environment.
        
           | pdpi wrote:
           | I would argue that what you're describing is close to an
           | interactive version of the sort of storytelling you can
           | achieve in a painting (also - you piqued my interest,
           | installing Journey!).
        
             | imbnwa wrote:
             | It's a really great game and I think by the end you'll be
             | awestruck by what it successfully evokes in you, but a
             | painting, or a silent movie for that matter, are by
             | definition not interactive environments unless using your
             | imagination/interpretation is equivalent to a video game.
             | In the games I describe you can _miss_ things by not
             | exploring. I won 't miss anything in watching a silent
             | movie or the opening sequence to _Up_ because there 's a
             | definite set of frames and they run one way. A painting is
             | even more limited.
        
       | ElonMuskrat wrote:
       | It's great the author has found success and carved out a niche.
       | However it's quiet a stretch for them to speak as an authority,
       | to assert truisms about video games. Several other commentators
       | have great counter examples. From memory games like The Last of
       | Us, Brothers, Life is Strange and Disco Elysium.
        
       | karaterobot wrote:
       | I agree with a lot of his points, and with the general thesis of
       | the article. But, I disagree with this:
       | 
       | > The default video game plot is, 'See that guy over there? That
       | guy is bad. Kill that guy.' If your plot is anything different,
       | you're 99% of the way to having a better story.
       | 
       | I don't think the structure of the story needs to be more complex
       | than that to be good. It can be, but neither complexity, nor
       | novelty, nor non-linearity are what makes stories good. The stuff
       | he dismisses as being of limited value (good dialog and
       | interesting worlds) are extremely important. I'd add
       | characterization to that. But those things are, to lots of
       | people, all equally as important as structure in making a story
       | meaningful.
        
       | hereme888 wrote:
       | I rarely play video games,but when I do, it's because the ones I
       | pick give me a more immersive story than watching a movie. So,
       | I'm on the camp that believes in playing for the story, and I
       | don't play so much that the amazing stories in most games I've
       | played become boring.
        
       | platz wrote:
       | When photography was invented, people judged it by how well it
       | could compare to a painting, before discovering what made the
       | medium unique.
       | 
       | Video games are in a similar position, in which they are
       | evaluated on 'story', which is how one evaluates movies.
       | 
       | once we realize video games are not movies in terms of what
       | effect they are supposed to produce, we will to be able to
       | evaluate them on their own terms
       | 
       | For example, maybe what kind of beauty we should seek to maximize
       | in a video game isnt the story, but the act of agency in the
       | player as shaped by the game's rules or constraints. With that
       | idea, it is the player's performance that is most beautiful, not
       | the story.
        
         | smoldesu wrote:
         | As John Carmack once said (I'm loosely paraphrasing here)
         | "Stories in video games are like stories in porno: they're
         | expected to be there, but never any good."
        
           | jjoonathan wrote:
           | Well, that's definitely true of John Carmack's games...
        
           | DiggyJohnson wrote:
           | I'm writing a book about Why We Play RuneScape, and this is
           | especially true for the MMORPG genre. Great insight.
        
             | ycombinete wrote:
             | That sounds like an interesting book. I've never really
             | played an MMO and never understood the appeal. I'd log in
             | and not quite know what to do. I've just had the same
             | experience with New World. Do you have some of your writing
             | online somewhere?
        
       | BashiBazouk wrote:
       | I'd be in the opposite camp. Video game stories are those things
       | I have to quickly click through to get to the next bit of action.
       | Ya, ya, ya, bla, bla, bla, click, click click, don't care.
       | 
       | My ideal is to create my own story rather than have it spoon fed
       | to me. Let me roll a character then let me do what I want in an
       | interactive open world. Sure, some curating and minor direction
       | is OK, but the less the better. I don't remember much of the
       | story of GTA 3 other than slogging through it to open the city up
       | but surfing a car all over town causing mayhem or endlessly
       | jumping the ski jump on the third island, those are the memories
       | of that game I remember vividly and cherish. To enhance this I
       | absolutely love good procedural generation. Finding that one out
       | of a thousand planet in No Mans Sky and just exploring it, taking
       | screen shots knowing that I'm likely the only person who will
       | ever visit it, wonderful.
       | 
       | The other problem with modern video game stories I notice now
       | that I have a kid: there are plenty of video games that action
       | wise I have no problem letting my kid play but can't due to the
       | story and mainly the cut scenes. Seems to be a path to some edgy
       | cred when the base action does not really justify it.
        
         | AlbertCory wrote:
         | Never being one to avoid shamelessly plugging my book ("book"
         | -- see what I did there?)
         | 
         | We played MazeWar at Xerox in the late 70s. The guy on the
         | cover of my book is Jeffrey Smith, the son of Dave Smith, the
         | inventor of icons. The story ("story" -- see? I did it there
         | again) is that Dave and his wife Janet, 2 weeks overdue with
         | Jeffrey, went to PARC to kill some time, she saw the bloody
         | eyeball on the screen, and the adrenaline made her go into
         | labor and deliver Jeffrey.
         | 
         | I found a working Alto, and shot the photograph in Nov. 2020,
         | using the real MazeWar software. He loved reenacting the family
         | legend.
         | 
         | [1] https://www.albertcory.io
        
           | crazy_horse wrote:
           | I feel like you are providing an example.
           | 
           | I came to this thread to read a thread about videogame
           | stories. Imagine my surprise (wait, this is HN), when the
           | first thing that I see is your comment about videogames that
           | isn't really about videogames it's a way for you to sell your
           | book, which you admit you are shameless about.
           | 
           | But I just wanted to reed about videogames. If you were more
           | subtle, if you knew how tll me a story without telling me
           | that you are telling a story, then it's not wasting my time
           | and I can get what I came for as well as what you want me to
           | learn.
        
         | humblepie wrote:
         | This is what I do since, I don't know, King's Quest series?
         | After the death of adventure games I don't care about stories
         | anymore. The graphics and the gameplay carry all the weight
         | now. The Assassin's Creed series-what is this Animus crap? Just
         | make the character be that assassin guy instead of switching to
         | some pandering story about a time computer. Seeing what they
         | did to ancient settings and bringing these cities to life is
         | cool but have no time for little stories.
        
           | ace2358 wrote:
           | I can't stand that animus stuff honestly I usually turn it
           | off after one of those scenes just to wash it away. Totally
           | destroys the game for me (which I only just started with
           | origins and odyssey)
        
         | 015a wrote:
         | I'd tend to agree.
         | 
         | I think games need to be better about "picking a camp". Many
         | games try to force a strong narrative into an open world
         | design, and both qualities end up faltering because of it.
         | Examples: Mass Effect, God of War, Horizon Zero Dawn, most
         | Ubisoft games.
         | 
         | The best open world games tell very light narrative. They may
         | have tons of lore to fall upon and discover, but there's
         | otherwise very little arc to the narrative you're progressing
         | through during your time in the game. Examples: Dark Souls 1,
         | Breath of the Wild.
         | 
         | The best narratively-focused games severely limit players'
         | freedoms in how to approach the high-level narrative beats.
         | Some great ones do give some freedoms in how to approach
         | tactical situations (The Last of Us 2), but this doesn't impact
         | the broader arc. Other examples: Bioshock/Infinite, Nier
         | Automata, Portal 2.
         | 
         | There are vanishingly few examples of games which actually do
         | both with high competence. I'd list: Witcher 3, Red Dead 2,
         | Dragon Age Origins as examples. One quality shared among these
         | games is how weak their high level narrative is allowed to be,
         | in exchange for much stronger shorter side-narratives. When
         | people say Witcher 3 has a great story, what they really mean
         | is: It tells _tons_ of very high quality short stories.
         | Similarly with RDR2, the overarching  "end of the cowboy"
         | narrative is great, but its the ambient storytelling of the
         | world that sells it as having great storytelling chops.
         | 
         | The bigger issue with narratively-focused games is how the game
         | needs to convince the player that this was _worth_ being a
         | game, and not a TV Show. I feel games like those listed above
         | (TLOU2, Bioshock, Nier, Portal) do this very well, because the
         | beat-to-beat gameplay is compelling despite the strict world
         | architecture. But, many other games which tell strong
         | narratives falter too quickly in providing great gameplay
         | (Telltale games, Firewatch, What Remains of Edith Finch) to
         | justify it being a game. I don 't generally hold this _against_
         | the game, because ultimately if you want to tell a great
         | narrative, and you know how to build games, you 'll tell that
         | narrative through a game, that ain't bad, its just one medium
         | among many. But I also fully understand the counter-argument;
         | its _sold_ as a game. People have expectations going into a
         | game, that it won 't be a movie, yet that's basically all
         | Telltale ever made, Bandersnatch-style clickable movies.
         | 
         | Discussions like this are one of the things I love about
         | gaming; its such a nascent medium, its still trying to find its
         | footing and what makes a game great. Why is Breath of the Wild
         | _so much better_ than Immortals: Fenyx Rising? I 've played
         | both a ton, I've thought about it a ton, and I still don't feel
         | that I have a compelling answer which wouldn't be a 200 page
         | essay. BotW copied a ton of gameplay elements from earlier
         | Ubisoft games. Ubisoft then copied a ton of gameplay elements
         | from BotW for Immortals. Yet, the Ubisoft products are never as
         | good. What makes BotW special? Can Nintendo replicate it for
         | BotW2? Do they even _want_ to? Probably not; despite developing
         | the same franchises for decades, Nintendo rarely retreads
         | gameplay ground; so, follow-up question, how the hell is
         | Nintendo so good at consistently creating new gameplay
         | experiences? Why have so vanishingly few companies replicated
         | their production success?
        
           | megameter wrote:
           | Nintendo has a different core business model, one which is
           | hard to replicate in another public corporation because it
           | goes against the norm of making the quarterly results look as
           | good as possible: Instead of scoring a hit and immediately
           | trying to line up out yearly sequels, or trying to greenlight
           | productions based on a marketing pitch alone, Nintendo
           | typically rotates out IPs to match with prototypes and
           | marketing concepts that have been on the go for a while.
           | Likewise, they tend not to go the route of filling the
           | shelves with a checklisted set of SKUs(e.g. 1 action, 1 RPG,
           | 1 sports game per business quarter) - they will jump on some
           | trends and occasionally dabble in clones and sequels, but
           | their bread and butter has come from a more gradual approach
           | of making each product focused, coherent and unique versus
           | making it incrementally better than a competitor.
           | 
           | Ubisoft - and most of the publishers - can't do this because
           | they're set up to make games that are large in scope, boast
           | technical excellence(an ever-increasing bar) and are destined
           | to be yearly franchises: quantities of assets and features
           | are given precedence over coherence, which means that you get
           | a trail of papercut discontinuities, dropped balls and lack
           | of focus throughout the experience. Coherence has a degree of
           | power over the game experience that is probably hundreds or
           | thousands of times that of scope alone: it means that the
           | software, assets and design work well together instead of
           | creating "door problems" that dev time is spent solving. This
           | means that a game built around a design that coheres well is
           | automatically more polished since it never had to compromise
           | the experience to solve problems. Nintendo regularly takes
           | design shortcuts to this end, omitting entire categories of
           | assets.
           | 
           | The true polar opposite to a Nintendo-style approach is
           | something more like Bethesda's open world games: the game
           | that's launched is a simulation engine with a large sandbox
           | scenario. It may work and be playable to completion by
           | itself, but the underlying product focus is to use it in a
           | way supportive of tinkering, modding and exploitative gaming
           | - to let the player bring a complicated system "off the
           | rails". This tendency towards simulationism goes all the way
           | back to Bethesda's origins in making stat-heavy sports sims.
           | It makes for a less immediately digestible product, but one
           | that can garner a devoted fanbase because it promises to give
           | you most of the scope of a certain kind of role-playing
           | fantasy, and then you can mod in the last little bit that
           | will make that fantasy complete. So they don't have to worry
           | so much about making it cohere, because the player is using
           | it as a design tool.
        
           | BashiBazouk wrote:
           | It's funny you mention RDR2. For me it's the best example of
           | why I hate fixed characters in open world video games. The
           | protagonist in RDR2 is a perfect representation of my uncle.
           | Looks like him, sounds like him, dresses pretty close. Now I
           | like my uncle and all but have no desire to spend 40 hours or
           | so playing him in a video game. I did not last long in single
           | player. Multiplayer was cool but it turned in to the same as
           | the first: a Texas hold-um simulator with a very involved
           | character customization mini game...
        
           | jbarrs wrote:
           | >People have expectations going into a game, that it won't be
           | a movie...
           | 
           | As a counter-example, we have series like Metal Gear Solid,
           | which are renowned for the huge use of cutscenes (MGS4 having
           | an ending cutscene that's practically feature-length).
           | Admittedly, this style of in-depth storytelling is not
           | everyone's cup of tea (especially those for whom the second
           | point made by the OP applies), but it is a very effective
           | storytelling tool that works well in the series. The games
           | are predominantly not, however, open-world, unlike the other
           | games you mention. The cinematic storytelling would probably
           | not translate well. Indeed, MGSV, which was open-world,
           | mostly used in-game audio tapes to be played at the player's
           | discretion, with any cutscenes being mostly contained to
           | specific missions. So I think the exact requirements for good
           | storytelling really depend on the style of game and on what
           | your players expect from it. But much of what the OP says
           | about good writing still stands, such as finding a Whedon-
           | esque sweet spot of serious/comedy and using original jokes.
        
           | tormeh wrote:
           | For someone like me who doesn't really like the passive
           | experience of movies/TV, story-heavy games are a good thing.
           | What Remains of Edith Finch is one of my favorite games of
           | all time.
        
           | ncphillips wrote:
           | I think this is really just a matter of subjective values.
           | 
           | Mass Effect, God of War, and Horizon Zero Dawn are in my list
           | of favourite games of all time.
           | 
           | I couldn't stand Red Dead 2 until I stopped doing the open
           | world things and started just following the story.
           | 
           | Breath of the Wild is cool, but it definitely hasn't captured
           | me like these other games have.
           | 
           | I have never been able to stick with a Souls games, but I
           | devoured Detroit: Beyond Human and the Telltale Walking Dead
           | games
           | 
           | I'm not saying you're wrong, but when you ask "is it good?"
           | You need to consider what people are looking for. Personally,
           | I'm looking for something that is technically fun but also
           | leans closer to being an interactive movie/book
        
             | 015a wrote:
             | I wouldn't begin to assert that those games are bad; just
             | that their decision to mesh strong cohesive narrative with
             | open world design ends up doing a disservice to both the
             | narrative and the open world. That doesn't mean the game as
             | a whole is bad.
             | 
             | I can pull Mass Effect (lets say ME2, as its oftentimes
             | cited as the strongest entry in the trilogy) as a nearly
             | inassailable example of this dichotomy games are faced with
             | (and this post does have spoilers for ME2, though not
             | horribly big ones)
             | 
             | One of the biggest issues with ME2 narrative structure is a
             | direct consequence of the open world design; the
             | ludonarrative dissonance of talking with a crew member,
             | being told "the ship my dad died on just started
             | broadcasting a distress signal, ten years later, Shepherd
             | we gotta go check it out right now", then agreeing to check
             | it out, then waiting ten quests or 10 real world hours to
             | go check it out. The narrative introduces urgency; the open
             | world gives the player the agency to ignore that urgency.
             | It would be powerful if the game recognized this, and
             | tweaked dialog to say something like "well I would have
             | liked to check it out sooner, but this will have to do"
             | once you finally get around to it, but it does not;
             | instead, it leaves us with the ludonarrative dissonance of
             | everyone pretending like this is priority #1, has always
             | been priority #1, even though I just spent thirty minutes
             | in the captain's cabin trying on some new armor.
             | 
             | Same game: You speak with Samara, she says something like
             | "its so refreshing to work with a crew of friends again,
             | and to help you with your mission." Not once did I take
             | Samara on a mission; she says this dialog no matter how
             | often you deploy on missions with her.
             | 
             | Same game: Grunt is complaining about having an insatiable
             | need to kill stuff, and his loyalty mission is to get him
             | checked out by the Krogans. At first, I was like; woah! I
             | _also_ never took Grunt on any missions, not even once; is
             | this the game reacting to him being locked up in his room
             | all day, creating dynamic content in response to my
             | gameplay decisions? A true integration of open world and
             | narrative, player decisions impacting the way the story
             | progresses in a deep and meaningful way? It isn 't. He'll
             | do that even if he's by your side for every mission killing
             | thousands of mercenaries.
             | 
             | Here's the gist of it: When games try to integrate an open
             | world with strong narrative, it is possible to do it in a
             | fantastic and meaningful way, where the open world actually
             | supports and builds upon the narrative. Imagine if refusing
             | to utilize squad mates led to their desertion, which led to
             | more missions to win them back, or spending all day side-
             | questing leads them to ask questions about what their
             | mission really is and why they joined.
             | 
             | By and large, games fail to do this, because its VERY hard.
             | Open world games are exponential multivariadic systems; the
             | player has a thousand things they can do at any time,
             | trying to account for every thousand of those things, write
             | dialog lines, record voice-over, in twenty languages... its
             | impossibly difficult. Games which go beyond competent in
             | this regard (and Mass Effect is FAR BEYOND competent; its
             | VERY good) should be held up as paragons of the artform,
             | because they attempted to integrate the thing video games
             | do best (open-ended interactivity) with a more traditional
             | narrative structure. But that doesn't mean sacrifices
             | weren't made, and ultimately for me it comes down to: Mass
             | Effect is a FANTASTIC game... but its narrative isn't.
        
         | karaterobot wrote:
         | > Video game stories are those things I have to quickly click
         | through to get to the next bit of action.
         | 
         | I don't think you're in the opposite camp as he is. Your point
         | above is essentially his Observation 2.
         | 
         | > the vast majority of players just tune out the story. As long
         | as you let them skip past it, it's fine.
        
         | teawrecks wrote:
         | > there are plenty of video games that action wise I have no
         | problem letting my kid play but can't due to the story and
         | mainly the cut scenes.
         | 
         | Examples?
        
           | BashiBazouk wrote:
           | Endless examples. But currently Diablo 2 Resurrected and
           | Assassin's Creed Odyssey.
        
           | setr wrote:
           | Sengoku Rance is my favorite example of this -- a hentai game
           | whose game mechanics and plot are so engrossing that no one
           | sticks around for the hentai
        
       | martinmakesgame wrote:
       | I'm really surprised that out of 276 comments, only one comment
       | mentions that this is Jeff Vogel. I have enjoyed playing Jeff's
       | games in the past, I think his games are beautiful. He's amazing
       | as a game maker with all of his experience.
        
       | woliveirajr wrote:
       | I didn't see comments about Under a killing moon or any Monkey's
       | Island.
       | 
       | Those games had a different playability, puzzle-solving approach,
       | and their plot was thicker.
        
       | oblak wrote:
       | "Blah blah blah blah secret base. Blah blah blah blah plan. Blah
       | blah blah nuclear missile bomb. Blah blah blah counting on you.
       | Utmost importance. Win. Good luck."
       | 
       | Too bad Bulletstorm has no jumping so I did not buy it.
       | 
       | In any case, even that's too much story for me. Look what
       | happened with Doom. The 2016 game was pure. It knew what it was
       | and ended that nonsense right away. Doom Eternal, on the other
       | hand, had to feature a story, a castle, idiotic cut scenes and
       | what not. Dear god. Just stop it.
        
       | yobert wrote:
       | I feel like the author has missed some important games, like Star
       | Control 2 and Final Fantasy 7.
        
         | isoskeles wrote:
         | > You can kill the bad jerk, but then his chest opens up and a
         | God flies out and the God is the new bad jerk and you beat it
         | up too. (Also known as the JRPG option.)
         | 
         | Looks like they covered FF7.
        
         | baq wrote:
         | Just listing important games with a sentence of rationale for
         | each would take longer than the article.
        
       | jimbob45 wrote:
       | https://youtube.com/playlist?list=PLzqQqTZGYi1b6SBlFWhgr38sP...
       | 
       | I'd like to submit the Marathon series of video games on how to
       | integrate story into a game without needing to change virtually
       | any gameplay or include cutscenes. That the story is incredibly
       | intelligent is just bonus. For those unfamiliar, it includes AI
       | mental illness, AIs getting molested, subjugated alien races,
       | infinite alternative timelines, and Lovecraftian beings. It might
       | have been recognized as a better Doom if it wasn't doomed to be a
       | Mac-exclusive game series in the early 90s.
        
       | low_tech_love wrote:
       | On one hand, the author is spot on about smug ironic dialogue
       | being a plague. Am I too old for this kind of stuff? Nowadays, I
       | feel very lucky when I find a game that is not smug and/or
       | ironic, even if it's bad. On the other hand, the author is smug
       | and ironic in his text. :(
        
       | geogra4 wrote:
       | Spiderweb software is really legendary for anyone who was a Mac
       | user in the 90s. Really great products.
        
       | nosianu wrote:
       | I have not played _any_ computer game in over more than a decade,
       | but I played a lot earlier.
       | 
       | Anyway, what I did for a while - not recently due to a lack of
       | good targets - is watch Youtube "playthrough no commentary"
       | videos (and with story-less gameplay parts heavily cut out).
       | That's usually 4-6 hours of _game movie_.
       | 
       | The Last of Us was good, but the very top #1 for me as far as
       | story goes - ignoring the game play completely - was Horizon Zero
       | Dawn. One of many such game movies for this game:
       | https://youtu.be/W6jbYfmQAG4
       | 
       | That story seemed to be good but kind of stupid and the same as
       | always, completely predictable, you already know what happened
       | when you see the start and it's a bit stupid and too far-fetched
       | - that kind. Until it wasn't. Turned out it wasn't just well-
       | made, when you find out what was really going on it was THE BEST.
       | 
       | Not only does it have two very different stories layered (three,
       | if you count the present time story): One about what happened to
       | earth and its people and one layered inside of two people, the MC
       | and a woman in the past, with seemingly no connection, until we
       | find out the opposite is the case.
       | 
       | Both story-parts actually had me crying. When I found out after
       | about four hours what had _actually_ happened on earth, it was a
       | great emotional shock. Same with the ending, that used the
       | connection between the MC and that person from the past.
       | 
       | Even the machines and their (animal) forms make sense, there is a
       | good and IMO satisfying explanation.
       | 
       | The stories in this game and in a handful of others are _much_
       | better than most movies.
       | 
       | If you are in the mood for something really dark, watch a game
       | movie of "SOMA". Underwater survival. Earth is gone - a giant
       | meteor made the surface into a fiery hell, the only survivors are
       | some researchers in a deep ocean facility. Best small detail:
       | They get the "uploading your brain into a computer simulation"
       | right, see the very ending of that game which shows it one last
       | time (TL;DW: As someone who knows neuroscience, the idea makes no
       | sense anyway, but let's forget that and assume it makes sense.
       | What will happen is you still stand there in front of the
       | computer, wandering what happened, after the "upload". Because
       | you still exist, and the copy is _not you_. It 's a copy. You
       | still die, there is no magical connection between you and your
       | copy.)
        
         | OldOneEye wrote:
         | I couldn't agree more with you! I played through the game and
         | Horizon Dawn story was so rewarding! I kept playing for it even
         | though the gameplay part had long run its course in keeping my
         | interest. The expansion also expanded a little bit on the lore,
         | broadening a little bit the world outside of the main arc,
         | which was nice.
         | 
         | This game surprised me so much, because I just picked it on a
         | whim a short while ago. It is so much more than what the cover
         | suggests.
         | 
         | A very emotional and impactful story, really looking forward
         | what they do for the next chapter of her story.
        
         | kqr wrote:
         | On the one hand, I like that this much story telling effort
         | goes into video games. On the other hand, I'm a bit sad that
         | from a narrative standpoint, you can generally cut out all the
         | actual game-playing parts and get a stronger experience for it.
         | 
         | There are some exceptions to this (Spec Ops: The Line comes to
         | mind as a case where the gameplay actually fuels the story, and
         | I also think I've heard good things about Two Brothers in this
         | respect too) but these are the exception, not the rule.
        
         | jebarker wrote:
         | I had no idea that "game movies" existed. I'm going to have to
         | watch a few. I was obsessed with playing games as a kid. I'm
         | now 40 and every so often get excited about playing a game I
         | see (most recently Deathloop) but when I actually play it I am
         | underwhelmed by the experience and never play again after the
         | first sitting. The only exceptions are arcade games that I
         | don't need to invest heavily in and are a mindless escape. On
         | the other hand I still enjoy watching the reviews and gameplay
         | videos. I think what is lacking for me in the playing
         | experience is that the actual gameplay never feels novel or
         | interesting to me and usually feels like a huge amount of
         | drudgery to extract the core ideas and highlight experiences.
         | Open world games are overwhelming to me as I can't stop
         | thinking about the real-life opportunity cost of the time I'm
         | spending meandering around (strangely I don't worry about the
         | opportunity cost when reading books...). What I enjoy from just
         | watching is experiencing the ideas and aesthetics in a more
         | streamlined fashion. You might say that I should just stick to
         | movies and books, but I honestly believe games are a unique art
         | form with great promise, so I'll keep revisiting!
        
         | worrycue wrote:
         | > top #1 for me as far as story goes - ignoring the game play
         | completely - was Horizon Zero Dawn
         | 
         | I watched people play it to the end - mostly. I played it when
         | it came out on PC - never completed it; the combat didn't work
         | for me.
         | 
         | Personally I think it has a cool sci-fi premise but that's it.
         | I found the characters ... stiff, shallow, and pretty cliche.
         | Aloy is yet another messianic player character that we have
         | seen a billion times. Apart from the enigmatic main villain -
         | which is yet another well worn trope - all the side characters
         | feel pretty 2 dimensional.
         | 
         | I'm going to get skewered for saying this ... but the story
         | feels like it's pandering to current social political trends -
         | i.e. the obsession with diversity.
         | 
         | I don't know why exactly the "diversity" in modern stories bug
         | me so much but I never had a problem with Star Trek. Maybe it's
         | the egalitarian in me, modern stories seem to have an emphasis
         | on differentiating people by their ethnicity and background
         | while Star Trek promoted the view that all people regardless of
         | ethnicity or background be treated as peers - where you stand
         | on your own merits as an individual.
        
           | marvinvz wrote:
           | While I agree on your general point about "diversity" in
           | games I'm pretty sure HZD was before that topic became an
           | issue.
        
             | worrycue wrote:
             | HZD was released in 2017. I think we were already seeing
             | "diversity" in most media then.
        
           | Merad wrote:
           | > I'm going to get skewered for saying this ... but the story
           | feels like it's pandering to current social political trends
           | - i.e. the obsession with diversity.
           | 
           | How do you think HZD pandered to diversity? The main point
           | that I have heard brought up is the wide variety of
           | ethnicities in secondary/background characters, but IMO that
           | is completely consistent with the game's setting and story.
           | The game takes place in a world where human society has
           | literally been reset and rebuilt from scratch, so you'd need
           | to have the full variety of human kind for genetic diversity
           | while at the same time all of the racial and ethnic
           | prejudices that exist today would cease to exist unless the
           | AI was trained to preserve them (it wasn't). Naturally the
           | new world would see new prejudices arise (people are still
           | people after all), and the game does attempt to portray this.
        
             | pjc50 wrote:
             | He means it had female main characters.
        
             | worrycue wrote:
             | > is completely consistent with the game's setting and
             | story
             | 
             | That's true but I can't help but feel it's deliberately
             | written this way to score points.
        
           | dudeman13 wrote:
           | >I'm going to get skewered for saying this ... but the story
           | feels like it's pandering to current social political trends
           | - i.e. the obsession with diversity
           | 
           | How so? I didn't get that feeling at all from Horizon Zero
           | Dawn.
           | 
           | If someone told me HZD had an obsession with diversity I'd
           | react with a standard "wat?". I do agree that some of the
           | forced diversity in modern stories is annoying, mind you. I
           | just didn't get that vibe from that one story.
        
       | Tehdasi wrote:
       | Should be noted that for Portal it didn't even have a narrative
       | really, just a games long monologue. It was closer to Notes from
       | the Underground than most game narratives.
        
       | DantesKite wrote:
       | Wolfentstein II was a masterclass in story telling and right up
       | there with Quentin Tarantino.
        
       | bsd44 wrote:
       | That's why I mostly play point&click adventure/rpg games and text
       | adventures, because that genre can't really survive without a
       | good story. I'm rarely disappointed and the games cost a fraction
       | of what you would pay for a AAA title. Not that I don't like AAA,
       | but every time I watch a gameplay video I get bored fairly
       | quickly because I don't feel drawn to the game, it seems "same
       | old, same old". Perhaps it's just me.
       | 
       | I think "Life is strange" is a good example of what can happen
       | when the writing is strong combined with a nice, easygoing
       | gameplay that takes you through the story. The only AAA game that
       | I bought was "The Witcher 3" precisely for the back story, but
       | after 5-10h of playing it just felt so repetitive that I gave up
       | on it. I am likely in a minority but I'd take strong writing over
       | graphics, physics and other elements of a game any day.
        
         | asdf123wtf wrote:
         | The Witcher 3 story was one of the best game stories out there
         | IMHO, but it gets off to a slow start. That slow start can be
         | VERY slow, if you are doing lots of the side quests to start
         | with.
         | 
         | If you haven't gotten through the 1st act, I'd recommend giving
         | it another try. (After each major act, there's usually a
         | narrated story board scene, where you see how some of the
         | choices you made effect the outcome, for good or bad.)
         | 
         | I'd also recommend ignoring the side quests initially and just
         | progress along the main quest-line. It will move you into the
         | meatier part of the story pretty quickly that way.
         | 
         | (Once the story hooked me, then I wanted to spend more time in
         | the world doing the side quests.)
        
         | dmos62 wrote:
         | You might be in the minority, but not alone. I had same
         | experience with Witcher 3 and AAAs in general. I find that
         | games with good procedural gameplay and an inherently emerging
         | story are the best fit for me. E.g. Kenshi, Dwarf Fortress come
         | to mind. Kingdom Come is a counter-example, where it's fairly
         | mainstream, but I found writing great and the world procedural
         | (alive) enough for me to thoroughly immerse in. Can't wait for
         | the sequel. I like a lot of multiplayer games too: sourcing
         | randomness and intelligence from actual people works well.
        
         | wildengineer wrote:
         | > The only AAA game that I bought was "The Witcher 3" precisely
         | for the back story, but after 5-10h of playing it just felt so
         | repetitive that I gave up on it.
         | 
         | I went through the same thing with Witcher 3, but I tried again
         | and once I got past the initial Baron storyline the game really
         | hit its stride. That game has so many mini-stories that you can
         | play for 100 hours and still have some interesting stories to
         | engage with. I don't think I've played any game before or since
         | with that many storylines.
        
         | dartharva wrote:
         | The Witcher 3 starts off sluggishly, but it gets significantly
         | better after you complete the Velen quests.
        
         | Tarsul wrote:
         | I never played the Witcher but if Cyberpunk 2077 is anything to
         | go by (same developer) I'm not surprised. At least for
         | Cyberpunk the storytelling was not its strong part (neither
         | were its bugs etc... but the visuals were, oh my.). I tried out
         | Gamedec recently and that's an isometric RPG without fights.
         | Which means reading and decisions. And of course great
         | storytelling because without it the game would have basically
         | nothing.
        
           | setpatchaddress wrote:
           | I wouldn't judge Witcher 3 based on Cyberpunk 2077. Very
           | different experiences, systems, UI, everything.
        
           | Hamuko wrote:
           | I quite enjoyed the story in Cyberpunk 2077. And there was
           | quite a lot of lore to go with the story, so it actually felt
           | like a lived-in world.
        
           | ajvs wrote:
           | If you like Gamedec you'd love Disco Elysium, but you've
           | probably already heard of it.
        
         | ycombinete wrote:
         | What point and click/text adventures do you play?
        
           | revolvingocelot wrote:
           | In addition to the sibling comment, I suggest these as
           | personally assessed to be of high quality:
           | - The Last Door          - Gemini Rue          - Resonance
           | - Whispers of a Machine
        
           | bsd44 wrote:
           | This list is from my Steam library, however I haven't yet
           | played all of them:                  - Deponia          - The
           | Detail        - State of Mind        - Black Mirror II
           | - The Dark Eye: Chains of Satinav        - Disturbed        -
           | Earthshine        - Edge of Reality        - Edna & Harvey:
           | Harvey's New Eyes        - Fighting Fantasy Classics        -
           | The Forest of Doom        - Jericho's Prophecies        -
           | Memoria        - Mirt. Tales of the Cold Land        -
           | Scarlet Hollow - Episode 1        - Agatha Christie - The ABC
           | Murders        - Life is Strange        - Life is Strange:
           | Before the Storm        - The Lion's Song        -
           | Misadventures of Laura Silver        - Omen Exitio: Plague
           | - Syberia        - Syberia II        - Wonderlust
        
             | baud147258 wrote:
             | If the parent want a few more suggestions:
             | - Primordia       - Strangeland       - Machinarium
        
               | bsd44 wrote:
               | Excellent, thank you! I've already played Machinarium and
               | absolutely loved it but I've wishlisted the other two.
               | Great suggestions!
        
       | [deleted]
        
       | Zababa wrote:
       | One thing that isn't mentionned is that games makes you engage
       | way more with the story than movies because of how they are. In
       | most games you can explore areas to discover more things. The
       | equivalent doesn't really exist in movies or books. You can maybe
       | reread a chapter or a paragraph. Pause a film and look at all the
       | details. But that's something people rarely do unless they are
       | analyzing the thing. In games, you have a way more "a la carte"
       | experience. I know that I and many people have a "main road"
       | sense, in which it's easy to see what's the main road that will
       | progress the game, and what are optional branches. That means
       | that if you want to engage more with the world, you can easily
       | choose to.
       | 
       | The main quest of Skyrim takes 30 hours, but I'm sure that most
       | people played way more than that. Same thing with games like Far
       | Cry, you can rush the main story, or you can take your time and
       | do way more things. I think that makes games a media where often
       | you don't follow a story but engage with a world. Those are two
       | very different things. Even in linear "walking simulators", there
       | are usually tons of optional stuff.
       | 
       | The equivalent would be to have a movie or book that dynamically
       | react to you, and that doesn't really exists, at least not as
       | well as how games do it.
       | 
       | On the other hand, the experience of reading a book and imagining
       | all the visual parts, or sitting there watching a movie are also
       | very unique, and can't be filled by other medias.
        
         | SamoyedFurFluff wrote:
         | > The equivalent would be to have a movie or book that
         | dynamically react to you, and that doesn't really exists, at
         | least not as well as how games do it.
         | 
         | This does exist and is called interactive fiction, FWIW. I do
         | agree however it isn't as clearly reactive to the consumer as a
         | video game (you can turn on a dime in a video game, but in
         | interactive fiction you don't get such a granular level of
         | control in how you interact).
        
           | Zababa wrote:
           | I would personally classify interactive fiction closer to
           | games, unless you count gamebooks in that, which I consider
           | closer to books. There was also a movie where you get to get
           | choices linked to Black Mirror that was popular recently, and
           | a few people on youtube explored this by making different
           | videos and letting you pick "what happens next".
           | 
           | There's also the whole genre of visual novels, mostly from
           | Japan. I'm not sure if they are more games, books or
           | interactive fiction.
        
             | SamoyedFurFluff wrote:
             | I would consider interactive fiction I've seen to be more
             | like stories than games, mostly because the game mechanics
             | part of them are often extremely thin(clicking).
        
               | Zababa wrote:
               | Good point, I was perhaps too focused on how the story is
               | consumed (a computer vs a book vs a screen) but that may
               | not be the most important part.
        
         | GuB-42 wrote:
         | I would add that there is a trade-off in games between agency
         | and a good story.
         | 
         | The more effort you make to integrate player actions, the less
         | resources you have to make a compelling story. In the most
         | obvious case: story branching, you have double the work for
         | each branch, some of them may be hard to make interesting.
         | 
         | Some Japanese visual novels may have great stories, but they
         | are games in name only. For example the "when they cry" series
         | are literally visual novels (or sound novels as they like to
         | call them), there are zero gameplay elements, and no branching,
         | you are basically reading a book with a few illustrations and
         | (very good) background music.
         | 
         | On the other side, some games focus so much on action that the
         | only goal of the story is to tell you who the bad guys are and
         | not get in the way of shooting them.
        
           | Zababa wrote:
           | > The more effort you make to integrate player actions, the
           | less resources you have to make a compelling story. In the
           | most obvious case: story branching, you have double the work
           | for each branch, some of them may be hard to make
           | interesting.
           | 
           | That's very true, you don't have infinite resources.
           | 
           | > Some Japanese visual novels may have great stories, but
           | they are games in name only. For example the "when they cry"
           | series are literally visual novels (or sound novels as they
           | like to call them), there are zero gameplay elements, and no
           | branching, you are basically reading a book with a few
           | illustrations and (very good) background music.
           | 
           | True, but you also have others like Hollow Ataraxia where you
           | have way more gameplay. Still not as much as a "classic"
           | game, especially these days, but this wouldn't be possible in
           | another format, which I think is key. Same thing with the
           | when they cry series, the music is very important and they
           | wouldn't work as well as book.
        
       | throwthrow564 wrote:
       | I'm surprised this article has no mention of things like visual
       | novels which are generally considered video games, but pretty
       | much work just like novels.
       | 
       | Also, Trails in the Sky (and the trails series in general) have a
       | pretty solid story.
        
       | etiam wrote:
       | This seems like a somewhat adequate time to ask for storytelling
       | advice. I'm willing to embrace the exhortation to do the
       | storytelling right, without reservation, but how do people
       | actually develop good, or great, skills at it?
        
       | ChrisKnott wrote:
       | I think the author is absolutely right that the standard for
       | "good story" in games is incredibly low. Games are an immature
       | medium that got catapulted into the mainstream on its other
       | strengths (as challenge/sport/attractive gizmo) and not as art.
       | 
       | Unfortunately most of the current audience for games
       | (particularly the vocal part) are people that were attracted by
       | these aspects. I was definitely attracted by the technical
       | feat/ingenious gizmo aspect. If you look at the way games have
       | traditionally been reviewed, you can see that this aspect is
       | incredibly important. These people tend to get upset at articles
       | like this and overreact by claiming that the art aspects of their
       | favourite games are better than they actually are.
       | 
       | That said, there are still the green shoots of an incredible
       | artistic medium here and there. I am always on the lookout for
       | things, however crude/I'm-14-and-this-is-deep they are, if they
       | _could only have been done in games_.
       | 
       | Uncharted is a decent action adventure, probably as good as
       | something like Jurassic World, but it could have been done in
       | film.
       | 
       | Something like Journey, Her Story, Brothers etc, have aspects
       | that could only have been done in games. They make (fairly crude)
       | artistic points, in an _intrinsically interactive way_.
        
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