MARK JAMES
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With the "game is art" crowd endlessly debating this subject, one question that is often ignored is whether it's necessary in the first place. And at the root of it all, is there simply an inferiority complex many "game critics" suffer from?
Sunday, August 08, 2010 | Comments (17)
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COMMENTS BY THIS AUTHOR (8)
"So what you are suggesting is for even more moderators to patrol and worry about this irrelevant nonsense? 

In other words, for Microsoft to hire hundreds of employees (because that's how many it will take) just so they can "make it possible to summon a moderator to a troubled match"?  Do you have any idea what a colossal misappropriation of money, manhours, and effort this would be?

This is one of those articles that very clearly delineates the games journalist from someone who has actually worked in a white collar industry.  (Not just video games)"

Wednesday, December 01, 2010
"Good comment Dennis!  There was a very neat point you brought up near the end I hadn't considered before. 

"Games not needing stories is also not what your piece is really about. It's about how you feel on the subject."

No, the article really was about games not needing stories.  Obviously, it incorporates my own feelings, and mentioned that stories shouldn't be such a big focus of reviews, but you went a bit overboard in your interpretation there.

There's nothing wrong with writing about a story that accompanies the game, as long as people recognize its true nature in the video game medium. 

"Storytelling is precisely what gives a large number of video games their "flavor" nowadays, else they would all blend together into a mushy, bleached mass of FPS, RTS, and RPG titles that are precisely the same because control schemes and gameplay mechanics can only evolve so far. FPS games have been in this position for at least a couple of years now, with only games like Portal breaking through to new territory...and the story is an immensely important aspect of the total experience of Portal. Just another of many examples."
 
Now this is a novel thought.  Yes, unfortunately, there's a large amount of truth to what you wrote...and that's before you realize how many games nowadays have generic, predictable, and completely interchangeable stories, all aimed at 8 year olds! 
 
So yes, many games nowadays are unoriginal assembly line sameness...but that's a problem which should be changed by more than a superficially different story. 
Monday, August 09, 2010
""If you can't define meaningful story, how the hell is anyone supposed to create it? Just throw rocks in a pond until one of them floats?"

You're being extremely short-sighted and foolish in your thinking here.  If it were possible to define a quality story, don't you think someone would have done so already?  Do you HONESTLY belive that with the mass of amazing, diverse, stories out there in literature or movies alone, one can give them a succinct definition? 

That's lunacy. 

But yes, I do know that neither Guitar Hero or Tetris (or the interpretation you gave to Tetris) qualify as meaningful stories. 

"The act of writing it down merely records the story, preserving its existence for other people.  They could just as easily share the "replay" of their game instead, so that you could watch the story unfold rather than read a prose/written retelling."

No, the writing IS the story, and is a sybmolic interpretation.  A literal account of what happens in Civilization is;
 
"I built X cities in such area, constructed Y number of units, attacked Z enemy city". 
 
Not much, is it? 
 
Anyways, this is still WAY off-track from the point of the article; games don't need stories, meaningful or otherwise, and Tetris and Guitar Hero are wonderful examples of this. 
Monday, August 09, 2010
"A meaningful story is impossible to define; it's like the legal definition of porn, "I know it when I see it!"

And if, in your words, "Tetris has a story about the neverending quest to arrange blocks into neat rows.", then it doesn't crack the list. 

Guitar Hero has a story?  I would argue it doesn't (does a broom you play air guitar on also represent a story?), but if you think it's "horrendously simple" and "adds nothing to the game", then it's hardly the good example then, is it? 

"The story of Civilization is created by YOU as you play the game. Don't believe me? Head on over to Apolyton - they've got an entire forum dedicated to Civ4 stories. When people talk about Civ they often mention things like wanting to nuke the f'ing Mongols or build some important World Wonder. That's a story - the story of their civilization."

That's a story written by the players themselves, outside of the context of the game. 
 
It has nothing to do with the game itself.  If, while playing with my cat one day, I get the inspiration for a great novel, is the resulting masterpiece written by my CAT?  You seem to believe it would.
Monday, August 09, 2010
""Mark, ever stop to think you might be a projecting your own sense of insecurity? That the idea someone wanting something within a game that you may not deem necessary is perfectly fine and valid without proclaiming variest of an inferiority complex because you find it unnecesary?"

Hmm...perhaps I should have been more clear in the article.  Of course, there is nothing wrong with either putting a story in games or enjoying it.  (I certainly have!) 

Rather, the article's point was to correctly identify story and game as being separate elements, and to note that there are more exciting, original topics of discussion than the redundant "story in games" one so many people go back to. 

"Music is not an incidental, extraneous element of film. Take EDWARD SCISSORHANDS -- without that incredible score by Danny Elfman, it would not be the same film. Or take any of Wes Anderson's films -- when he is writing he will often think of the song he wants to play over a particular scene. For Anderson the music is like another level of dialogue, one the film itself is having with the audience."

An even better example would have been Fellini's or Leone's films.  (I've actually never noticed this use of music in Anderson's films, although I think a lot of his work is overrated and mediocre)

Music might be more important to a movie than a story to a game, but it was, after all, an ANALOGY; Edward Scissorhands might have been worse without its music, but not by much. "

Sunday, August 08, 2010
"Richard Moss- 

If you're going to describe everything as a valid story, down to the silly example of Tetris being "the neverending quest to arrange blocks into neat rows." (seriously?), then the entire issue becomes moot. 

If Tetris is a satisfactory enough "story" for you, why complain about stories in games at all?  It's accomplished anything you could ever want!   Of course, we're talking about MEANINGFUL, good, unpredictable stories here, not stories by the overly trivial definition you apply to them. 

As for examples like Passage, it's not even much of a game or a story; just a shallow, primitive effort overhyped by the "games are art" community.  A similar example was "Seven Minutes". 

And Civilization, like Guitar Hero or Tetris, has no story at all.  It's a game which derives its popularity from being an early, well-balanced turn-based strategy. 

And yes, I have read that GamaSutra article before.  It's a nice summary, but does not even attempt to discuss what you claim it does; namely, how "non-cinematic" approaches can be used to enhance stories in games. 

In fact, it's not even related to the main point of my article at all.  (Whether stories are the least bit necessary in the first place) "

Sunday, August 08, 2010
"Firstly, thanks for reading and typing up such a long and cogent response.  It's appreciated. 

 

As for oral stories and other story-telling that changes...that's a fringe example that changes extraordinarily little between each iteration.  More importantly, it's not applicable to games, since all the cutscenes and information is hard-coded beforehand. 

"And no story is ever exactly the same no matter who it is experienced by, because we project our past experience onto the characters and environments; we change the story in our heads as we experience it. Sure, a traditional story will lead to highly similar experiences from person to person, but keep in mind that no story is entirely passive."

I knew before I even started writing the article that someone would come back with this argument, but it completely ignores the main point of that argument; while the individual INTERPRETATION is different, the story ITSELF is the same.  

"Tetris has a story about the neverending quest to arrange blocks into neat rows."

And this doesn't sound like a silly, funny explanation to you?  Look, if you quibble enough with definitions, then the entire discussion becomes meaningless from both sides. 

In that case, EVERYTHING becomes a story. 

"The power of games, which is what people are always striving to improve, is in their ability to create narrative structures and story spaces from which player-created or player-modified stories can emerge."

Really now?  Like Guitar Hero, Wii Fit, Wii Sports, etc, etc? 

"One final thing, don't get hung up on dialogue and plot being the core of stories in games. The environments can tell stories of their own (and this is the case in the best games). I think this kind of storytelling -- environment/level design and architecture -- is the real core of storytelling in games. And that is something that is tied to the mechanics and gameplay systems of a game."

I was debating whether to address this in the article or not, but decided not to.  In retrospect, it might be a good idea to do so. 
 
But the answer is still very simple; I have yet to see a single game that has an original, interesting story that isn't based on the same elements movies and books use. 
 
Yes, certainly, the interactivity increases immersion (which I pointed out in the article), but it's still fundamentally the same.  That's because games and stories are separate, and thus, a game cannot, by definition, introduce a new type of story technique. 
Sunday, August 08, 2010
"I make far too many spelling, grammar, and syntax errors not to edit, let alone all the other gremlins in my writing!  And if I waited until I had the sentence/paragraph/article just write before posting it, I would never complete anything. "
Sunday, August 08, 2010