Prime Mover
Posts: 2718
Insert Random Psuedo-intellectual Bullshit Here
Member


|
 |
« Reply #2 on: March 08, 2007, 09:54:06 PM » |
|
I both applaud his speech, but am also a bit warry of it. He's on the right track, but a few of his points concern me. For one, I don't think that there's anything wrong with the "stories" to video games, per say, but more the characters. Game characters are shallow and hollow, and no matter how good of a plot you have, if it doesn't have characters that are interesting and that the audience can relate to, you're not going to provide a good experience.
First of all, cut the "The world is black & white" crap. No person is truly good or truly evil. But even in games where its hard to tell which is which, the question is always about figuring who is truly evil and truly good, not about exploring the perspectives and subtleties of people in conflict. A good character you can sympathise and understand, whether or not they're a protagonist or antognist. But this is rare in games, there is almost always a truly evil side. Games need to reach their "Film Noir" era, where characters are all a shade of grey, and you can understand everyone's point of view by the end of the story.
Secondly, be VERY careful about the "get off of rails" routine. I applaud the post-modern "creator has no identify, audience is everything" mentality, but it's a fairly preachy and sometimes fatal mistake. I'll agree that interactivity is what gives video games, as a genre, their unique identity, but you do have to provide the audience with some direction. Drama is all about structure, flow, and timing, and these are things that only an overall creator can provide. It is the very reason we turn to story-telling mediums, rather than only living our day-to-day lives. I don't really care about my personal identity in a story, it's not about me, it's something that I'm supposed to learn from and be guided by.
It's becoming a problem in our society; more and more, people only wish to hear about and talk about themselves, instead of learning from the experiences and decisions made by others. Our entertainment becomes more self-centered, and we demand control over all decision making, and learn nothing from the experience. The more we try to control our experiences, the more rigid we become as individuals.
I don't know about everyone else, but to me, the strength of the interactive side of gaming isn't in its ability to allow me to control my environment, but as a more vivid way of experiencing the world that is given to me. Let me go where I want to go, to explore, for myself, the world in which I'm playing in, but continue to tell me YOUR story and show me the various personalities of which you've populated the world. Do not sacrifice the basic elements of story-telling simply because your audience is too selfish to listen.
|
|
|
|
|
Logged
|
Currently Playing: Final Fantasy VII Currently Listening to: Eel House (my band), Flower Kings, Devin Townsend Watching: Red Dwarf, Doctor Who
"After people loose their limbs, they often feel a Phantom Limb. I lost my cellphone, so now I feel a phantom ring."
|