Story Lines

Discuss game development design and post your game ideas

Post » Wed Sep 04, 2013 10:19 pm

both things are important

this kind of discussion are important too because game devs can think of ways to create games with different approaches.

i really like story in games and nice gamaplay too, but if i dont like the aesthetic or the universe inside the game the gameplay or the story/plot will not make me play it more than once. ex: gears of war, CoD, bioshock, last of us.

this not make this games good or bad, they just dont work for me.

i think if you try to make your work appeal to everyone you will be doomed to make tasteless things; ppl who dont like story will not be fond to play a game like 999(9 hours, 9 persons,9 doors) or remember 11; and ppl who dont like specific kinds of gameplay will not be fond to play CoD or Halo.

a curious thing: i dont like Halo, Halo 2 and Halo 3, but i'v loved Halo Reach JUST because of the customization and the coop


sometimes i'm hooked by curiosity of some game premise, like yume nikki or Ao Oni and i'm surprised by how the game works, wich is very cool but if you think about why i like it, i think is because i did't have a high spectation about it and i think this is a great factor to make someone play your work: how you present your game?

your game looks like something that was made before?(comparable with some other games?)
what you want to tell to the players and how you want then to feel about it before they even try it?

my conclusion: gameplay and story have different meanings by different persons, both matter even distant of eachother. i think your effort will be more well spent toward how you want ppl to feel while playing your game, happy? sad? angry? want to make a question to the player? want to make it have a good time while playing? want so surprise then? or just want then to stressout?

no matter what you choose to make, will always be ppl who will love your work and ppl who will hate it.
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Post » Wed Sep 04, 2013 11:16 pm

[QUOTE=valdarko]
my conclusion: gameplay and story have different meanings by different persons, both matter even distant of eachother. i think your effort will be more well spent toward how you want ppl to feel while playing your game, happy? sad? angry? want to make a question to the player? want to make it have a good time while playing? want so surprise then? or just want then to stressout?

no matter what you choose to make, will always be ppl who will love your work and ppl who will hate it.[/QUOTE]

I agree with that. Take Fez as an example, the main goal of its creator was to create a relaxing experience. Gameplay contributes to that, you have to take it slow and explore stuff but you aren't afraid of dying from time to time. In this game the graphic design is really important because it has a key role in creating this relaxing experience.

So, as valdarko says, the main thing is how both, story and gameplay, fit together and how the player feels while playing the game.

Some games try to communicate feelings focusing on the story while others prefer to use gameplay to do so. But in the end gameplay must be a bit more important, a game with no story can still comunicate feelings, a game with no gameplay is also able to communicate feelings, but it'll feel more like a movie, take "To the moon" as an example.
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Post » Thu Sep 12, 2013 11:12 am

I found a video in which this topic is discussed. It's from Jonathan Blow, so it's very interesting, he really knows about game designing. Watch video.

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Post » Mon Sep 16, 2013 8:58 am

[QUOTE=Sulli] Games don't need stories, unless they need a story.[/QUOTE]
Requesting permission to quote this for the rest of my life
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Post » Mon Sep 16, 2013 10:26 pm

The biggest selling games of all time has no story. it has a motivation and solid game play.

I did not count Wii Sports, but it's 85 million
http://en.wikipedia.org/wiki/Super_Mario_Bros. 40 million
http://en.wikipedia.org/wiki/Mario_Kart_Wii   34 million
http://en.wikipedia.org/wiki/Wii_Sports_Resort 31 million
http://en.wikipedia.org/wiki/Wii_Play   28million
http://en.wikipedia.org/wiki/New_Super_Mario_Bros._Wii 27million

http://en.wikipedia.org/wiki/Gran_Turismo_5 10 million(PSX)
http://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(1991_video_game) 15million(Genesis)

In comparison one of the best story games sold
http://en.wikipedia.org/wiki/Final_Fantasy_VII   10million


are stories awesome yes. Do stories sell games. yes, do stories define games. no. do games need to tell a story, no. do adventure themes games need a motivation yes. (mario bros has no story, but it does have a motivation)

Now of course your stuck with the debatable question. Does financial success make a great game? Indeed that is one measure to use. A financial success of 40million games sold must have something going for it to have sold soo much. People, gamers play and play the game with some games becoming classic.

On the other hand even games that don't sell well can still be awesome games. However there is usually somekind of reason why it doesn't do as well. Marketing, distriution, theme, genre.... however it all comes down to being a whole package and no one factor determines massic success.

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Post » Wed Sep 18, 2013 3:16 am

I think that in most of the games you mentioned, @jayderyu , the player is creating their own story (the story of their struggle and hopefully victory over their opponent), which is also true in chess, although chess would have a much deeper psuedo-narrative relative to Mario Kart. Not every game needs as explicit a story (roulette, for example), whereas some games are almost entirely story and very light on mechanics (recent example, Gone Home).

I think the points about the importance of successful mechanics, though, are also quite true. Think of reading a book like George R. R. Martin's Game of Thrones ... simple mechanics, incredible story. You flip a page or press "next" on your Kindle and keep reading. Well, if the book were printed on 12-meter tall iron sheets, virtually no one would get through it.

So, the mechanics DO have to complement and enable the development of the narrative. I think most of the participants on this thread are at least partly right, and even completely right from a certain perspective.
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Post » Mon Oct 07, 2013 3:27 pm

[QUOTE=onion] If your game is scifi and you need an interesting story or concept, my brother has a blog at www.scifiideas.com which often posts great ideas and concepts.[/QUOTE]

great site! thanks!
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Post » Mon Oct 07, 2013 6:26 pm

For what little it is worth, I found BioShock to be very boring due to the gameplay. I even tried cranking the difficulty up to make it more interesting but still quit before I made it to the end. Didn't buy the sequel. I realize I'm in the minority on this one.

I do like good stories. I'm a huge movie fanatic. I enjoy good written fiction. If I want a great story, I don't play games. I watch a movie or read a book. The gameplay mechanics almost always get in the way for me, for whatever reason (slows down the story? is generally repetitive? too shallow?).

However, I am a huge fan of creative settings and themes that tie the gameplay together. Left 4 Dead is great. I love roleplaying MUDs. What would the Civ series be without the empire building backdrop?

The story for my hobby project which will probably never get finished is this:

Thousands of years ago dark magic and stuff of myth was locked in the Great Pyramids--a stone vault which extends thousands of feet beneath the sands of the desert. Something goes wrong, and all of this stuff is unleashed in the modern world which cause apocalyptic chaos.

The game begins thousands of years in the future with a typical gritty fantasy RPG setting. There are five playable races, four of which mostly keep to themselves. Mankind has re-established itself as those in charge, and struggle to maintain a tense peace in the known world. That is, until the day the game starts when something has happened to all of man's guards and soldiers leaving a power vacuum.

The world is going to be very malleable with lots of simulation elements. It is possible for the player to really change what happens and create their own story. I would like each NPC to have individual, changing needs ("quests") based on what is happening around them. Eventually the player will be able to build buildings and create towns for certain races, or eradicate others if they so choose and can pull it off.

I have a 'final' boss character too, but haven't settled on how he will work.
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Post » Thu Oct 10, 2013 12:46 pm

One recent example: Two Souls has one of the best story and characters but is getting mixed reviews because it's pretty much a movie that you paid $60 for and that runs for 8 too many hours. The few parts where you get too play are not that great apparently.

But that does not mean story is not important.

One of my favorite game of all time is Another World. There was a story, it was simple, it's mostly told through gameplay (some cutscenes, but never longer than a few seconds), without the need of dialog. The action was great and rarely repetitive. Great graphic for the time (still holds up today), great atmosphere, many innovations, and all this made by one single guy, living at his parent's

A great inspiration for me !
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Post » Fri Oct 11, 2013 3:39 am

How about this perspective on the entire subject.

It's not about Story or Game Play. It's about what the consumer; the gamer is looking for. I think more than anything else on the matter. Only what the gamer wants.

If a gamer wants a story they will look for story. If a gamer wants gameplay they skip story.

Some games clearly focus on story, Heavy Rain. Where as some games focus on game play such as Fifa. They find market because there are gamers that are searching certain criteria.

Often gamers are best made with a good enough story and good enough gameplay. This hedges the bet to try and gain interest from people interested in story and gameplay.

As an example a couple of months ago. I decided to watch Deadspace cartoon on Netflix. I never wanted to play the game. After watching the frist show i was interested in the story. I watched the second show. Wanting more I ended up reading the Deadspace Wikia to know the entire story. I would rather watch a movie, but there is now more temptation to play the game.

I never discount the value of story. Movies, books, TV, Radio all provided a form of important entertainment. Even oral stories are traditional. Human's love entertainment and that seems to be 3 types. Stories, education and activity.

There is no reason why games can't have stories. But in the end games don't need stories nor do they need someone to "fill" in story when it's not present. There are too many gamers that click through the story just to play the game.

It's just a matter of desire from the consumer. For us on this game creation site. We are probably best off to have solid gameplay and a story that the player wants to see.
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