FF7 really self-consciously mixed the chibi + "realistic" styles. since this happens in manga a lot I think they just rolled with it
― Nhex, Monday, 17 September 2018 23:58 (one year ago) link
actually i might have found the in-engine scenes more compelling, since they were actually drip-feeding the story through dialogue, while the cutscenes were all silent-movie stuff.
― got the scuba tube blowin' like a snork (Doctor Casino), Monday, 17 September 2018 23:59 (one year ago) link
i understand ff 7-10 were influential and popular, but do we need to take them any more seriously, ludically, then we take the work of roberta williams? gaming as spectacle has always been around.
― milkshake duck george bernard shaw (rushomancy), Tuesday, 18 September 2018 00:04 (one year ago) link
Hah, I think Al Lowe might be a better touchstone.
― Andrew Farrell, Tuesday, 18 September 2018 00:14 (one year ago) link
I take Robert Williams very seriously! The Coles and Al Lowe too.Also FF7 and onward probably reached like, millions more people around the world than all of Sierra Online's games. You can kinda painfully see their influence, for better or worse, in AAA and indie adventure games alike.
― Nhex, Tuesday, 18 September 2018 05:30 (one year ago) link
― Nhex, Tuesday, 18 September 2018 05:31 (one year ago) link
The Colonels Bequest is GOAT
― the ghost of tom, choad (thomp), Wednesday, 19 September 2018 07:25 (one year ago) link
a friend of mine was at a game jam recently where the theme was ‘ludonarrative dissonance’ (he made a turn-based platformer)
i have been playing hyper light drifter and the wordlessnessness of it has just been the most massive relief to me
uncharted sucks last of us is ok i guess
shadow of the colossus is another interesting edge case
― the ghost of tom, choad (thomp), Wednesday, 19 September 2018 07:29 (one year ago) link
i have so much to say on this but i should read the whole dang thread first! this shit is literally uhh my job
will say this tho -- line up the scenes in raiders of the lost ark and they align almost exactly with uncharted 2, the most lauded of the series. seriously it doesn't take a lot of work to beat-for-beat align them. (i did this for a research project). the only part that it misses is the denouement, because the game basically goes climax -> 2m cutscene -> credits
― vote no on ilxit (Will M.), Wednesday, 19 September 2018 16:56 (one year ago) link
you want an edge case? Killer7(man i love that unholy mess of a game)
― Nhex, Wednesday, 19 September 2018 17:43 (one year ago) link
has storytelling in mainstream videogames ossified? have the bounds of the acceptable become, uh, delimited? i was at an indie gaming thing in busan and i was surprised that both keita takahashi and swery have games coming out which are like, way indie, way small budget. and those two made some of the biggest narrative successes of previous generations.
also like ... the amount of fucking talking in super mario odyssey (a not very good game)
― the ghost of tom, choad (thomp), Friday, 21 September 2018 06:13 (one year ago) link
didn't really finish a thought there: by 'biggest successes' i mean, that succeeded most interestingly in doing narrative in a way that was 'video game-y' and not just borrowing the conventions of the cinematic
― the ghost of tom, choad (thomp), Friday, 21 September 2018 06:18 (one year ago) link
in retrospect the fact that the most popular ps2 "launch title" was a dvd of the matrix really set the tone for what's followed
― ciderpress, Friday, 21 September 2018 12:02 (one year ago) link
xp those guys are making games on indie budgets because publisher support for mid budget games without service models has eroded significantly this decade
― ciderpress, Friday, 21 September 2018 12:16 (one year ago) link
consumer support too, all the deep sales of steam and ps4 games less than a year after release have created a market where people will only pay full price for the fanciest, shiniest, most hyped things, and narrative quality doesn't really factor in to that
― ciderpress, Friday, 21 September 2018 12:25 (one year ago) link
How about this: narrative is a way to get players to form emotional attachments to characters, both playable and not.
― Nag Reddit (Leee), Friday, 21 September 2018 17:21 (one year ago) link
yeah i'd buy that as a baseline position. connects up with what i was saying here:
when i wanted games with more "story," some of that was standing in for, i want to identify with the character and feel like i'm in the world, feel a sense of drama and tension. i gravitated towards games where the "oh shit" tension and "aha!" payoffs of the challenges and puzzles sort of mapped onto things that the characters would be going through and experiencing, and i called that "story" because the games that had it also tended to have more characters, more dialogue, more revealing-of-the-world-as-you-go-along. as discussed way back on one of the adventure game or Sierra threads, back then a few new pixels appearing when a door opens or you move a rock could be a huge thing in terms of gameplay and breaking through a "stuck" point, and if that coincided with new information about the world, a revelations about the character, a change in your protagonist's status quo, even better.
― |Restore| |Restart| |Quit| (Doctor Casino), Friday, 21 September 2018 18:19 (one year ago) link
im not sure it's one of the more effective ways in practice, many of the games that generate a lot of character fandom do that purely through character designs and bits of dialogue without an actual in-game narrative or story mode e.g. fighting games, mobas, overwatch, some mobile gacha games
― ciderpress, Friday, 21 September 2018 18:25 (one year ago) link
maybe gacha games aren't the best example since the most popular ones like fate grand order do have insane labyrinthine stories
― ciderpress, Friday, 21 September 2018 18:44 (one year ago) link
Playing through the Banner Saga now via the Switch port, this feels like an excellent example of ludonarrative integration. The story bits almost always involve the player directly, and the stakes of all player decisions feel very real & weighty. It is stressful and beautiful.
― a film with a little more emotional balls (zchyrs), Wednesday, 26 September 2018 16:11 (eleven months ago) link