#1 Members - Reputation: 310
Posted 07 December 2012 - 11:09 PM
My ultimate question is, in a story-to-gameplay balance, if you made a game that was almost all story, could you still make that game really immersive and fun, or would it seem smarter to just watch a movie/read a book?
Of course, you could have gameplay elements and exploration that would make a mostly-story game meaningful. Like what if between sections of a game, you could visit old towns and see how they've changed over the span of what has happened, or make it so the player has to emulate things that the people in the story would do(like rapidly press a button when a protagonist has to do something hard and physical). Games like 'To the Moon' and 'Farenheit: Indigo Prophecy' are somewhat like this, but I'm still curious about if you could go even further in the direction of pure story.
Thoughts?
#3 Staff - Reputation: 8935
Posted 07 December 2012 - 11:29 PM
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#4 Members - Reputation: 310
Posted 07 December 2012 - 11:29 PM
Have you played Dear Esther?
Just looked it up. Pretty interesting that someone has tried this before, thanks
Interactive Fiction is a lot like what you're describing.
Somewhat, I was thinking more about using graphics and sounds in it as well though
Edited by zeybey1, 07 December 2012 - 11:34 PM.
#5 Staff - Reputation: 8935
Posted 07 December 2012 - 11:44 PM
So yes, it's certainly an approach that can work if you've got good enough writing to draw your "player" in to the story and world.
You could also borrow another idea from the world of children's stories: pop-up and play books have small interactive features which aren't crucial to the story but can be amusing to play with. This could be ideal in a smart-phone or tablet based "game" where the player experiences a story and can "play" with small features in each section -- tapping to make a character dance, or a firework detonate, or similar. Mixed with simple choices (which way to proceed), dialogue choice, and some simple and relevant puzzles you could do quite a lot to help keep your "player" engrossed in and involved with the story as it unfolds.
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#6 Moderators - Reputation: 2864
Posted 08 December 2012 - 01:51 AM
Visual novels are commonly less interactive and more like a comic book with sound. And, ugh, I know there's a Chinese or Japanese word for a piece of software that emulates the storytelling technique where a board is used as a backdrop to stick still images of characters to while the story is being told... can't remember what that was called, but the concept was quite similar to interactive stories and visual novels.Somewhat, I was thinking more about using graphics and sounds in it as well though
At some point though you have such little interactivity that you are better off straightforwardly making a movie, whether it's a machinama or animation or what, so you can use the unique strengths of that medium.
Edited by sunandshadow, 08 December 2012 - 01:52 AM.
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#7 Crossbones+ - Reputation: 2662
Posted 08 December 2012 - 03:15 AM
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#8 Members - Reputation: 889
Posted 08 December 2012 - 05:12 AM
But, in the end a game is about making decisions (or at least about an illusion of making decisions), if there are no decisions to make, it's not a game.
#9 Members - Reputation: 383
Posted 08 December 2012 - 05:27 AM
When there's no user interaction, there's a lot of shortcuts you can take. Objects may only need to be built with one viewing angle for instance. You don't tend to need physics representations in the same way. And the whole thing can be prerendered with smoother curves and effects. On the other hand the detail expected tends to be higher for movies.
A lot of games have scripted elements. This would be more akin to a movie sequence. Game designers have to choose how scripted a game is (which is good for storytelling), and how much choice there is. Sometimes it can be difficult to force the intended story without giving the player the impression that the game is linear.
As the others say, there is a cutoff point, where your game is so linear, that you might as well make it pre-rendered or a movie, so you can take advantage of those techniques.
#10 Members - Reputation: 221
Posted 08 December 2012 - 08:05 AM
http://www.kongregat...lante/immortall
Edited by Luis Guimaraes, 08 December 2012 - 08:08 AM.
#11 Members - Reputation: 1114
Posted 08 December 2012 - 08:32 AM
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#12 Members - Reputation: 133
Posted 08 December 2012 - 12:52 PM
#13 Members - Reputation: 355
Posted 27 December 2012 - 12:19 PM
Short answer is YES.
A game only needs to be interactive in some way.
You can tell an interactive story.
It might not be fun, but it doesn't have to be.
Some movies are fun, others are not, but they are still good.
Its the same with books, obviously.
It would be a movie where you control the pace of the plot and can explore what's changing around you at your own pace.
You don't even need puzzles - in fact that might seem tacky.
Is that what you wanted to create?
Also, here is a lovely link on the theory you're unaware you're hinting at.
Edited by Blind Radish, 27 December 2012 - 12:28 PM.
#14 Members - Reputation: 333
Posted 02 January 2013 - 12:59 PM
Another shout-out for visual novels. They're not all totally linear; games like Hatoful Boyfriend, as ridiculous as its premise may be, is all about playing it again and again, making different choices each time and watching the story unfold in different ways as a direct result of your choices.
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#15 Members - Reputation: 649
Posted 02 January 2013 - 01:13 PM
It would be a movie where you control the pace of the plot
Sounds interesting. Perhaps actually having the game there, but also being able to bring up a game menu, and in it have the option "Skip to next Plot Point." then the player can stop playing that section, and they will immediately move on to the next section, with the story continuing. Then give the player 2 options when the story telling is done, "Back to game mode" or "Skip to the next Plot Point".
And finally, you could have an option at the start of the game to just do "Story Mode (No Game Play)", where it skips all game play.
Yeah, I think a game made only to tell a story isn't really a game anymore.
But I think Prinz makes complete sense. If all the options are taken away from the player, and they don't do anything except click continue, then its just a story, not a game. The player needs something to do, something to play, or its not a game.
Edited by hpdvs2, 02 January 2013 - 01:15 PM.
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#16 Members - Reputation: 785
Posted 02 January 2013 - 03:49 PM
A long time ago, books were adapted into adventure games (with music, sound and graphics) that were meant to tell the story of the book. Those were great fun, but unfortunately, not made anymore. My favorites were:
http://en.wikipedia.org/wiki/Companions_of_Xanth
http://en.wikipedia.org/wiki/Death_Gate
There were also "Shannara", and Terry Pratchett's Discworld.
#17 Members - Reputation: 355
Posted 04 January 2013 - 01:57 PM
Sounds interesting. Perhaps actually having the game there, but also being able to bring up a game menu, and in it have the option "Skip to next Plot Point." then the player can stop playing that section, and they will immediately move on to the next section, with the story continuing. Then give the player 2 options when the story telling is done, "Back to game mode" or "Skip to the next Plot Point".
LINK
play it through and you can go back and change things.
Edited by Blind Radish, 04 January 2013 - 01:58 PM.






