I think we need to try to define the terms we are using, such as plot, what does it mean (in the context of traditional media) so we know what it means in games
Quote:Original post by Wavinator
At least, when I think minigame, I'm still thinking closer to the OP, where the characters are capable of generating actions which, when taken as a whole, we normally think of as plot-- maybe not a good plot, but at least a series of coherent events with a driving motivation and conflict (as Ketcheval pointed out in a post awhile back).
Some randomly chosen definitions
Definitions are taken from
http://www.google.co.uk/search?hl=en&lr=&oi=defmore&q=define:plot
http://www.galegroup.com/free_resources/glossary/glossary_p.htm
Plot: In literary criticism, this term refers to the pattern of events in a narrative or drama. In its simplest sense, the plot guides the author in composing the work and helps the reader follow the work. Typically, plots exhibit causality and unity and have a beginning, a middle, and an end. Sometimes, however, a plot may consist of a series of disconnected events, in which case it is known as an "episodic plot."
In his Aspects of the Novel, E. M. Forster distinguishes between a story, defined as a "narrative of events arranged in their time-sequence," and plot, which organizes the events to a "sense of causality." This definition closely mirrors Aristotle's discussion of plot in his Poetics.
http://www.tnellen.com/cybereng/lit_terms/terms/2terms.html#Plot
The structure of a story. Or the sequence in which the author arranges events in a story. The structure of a five-act play often includes the rising action, the climax, the falling action, and the resolution. The plot may have a protagonist who is opposed by antagonist, creating what is called, conflict. A plot may include flashback or it may include a subplot which is a mirror image of the main plot. For example, in Shakespeare's, "King Lear," the relation ship between the Earl of Gloucester and his sons mirrors the relationship between Lear and his daughters
http://www.scriptsales.com/DDFundTerms.html
plot - the events that drive a story forwards towards its conclusion.
plot point - a key turning point in the events of a story.
1) Any list of cues for effects used in the play. 2) The fundamental thread that runs through a story, providing the reason for the actions of the characters.
www.dramatic.com.au/glossary/glossaryp_z.htm
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From this we can see that story is the events arranged in chronological order,plot points are key turning points in a story, plot is typically arranged around the *motivations of characters*.
In a game, the player is active, and can interact with other characters so may be able to deform thread to an extent. *Within the bounds that the game allows* -the designer can limit the interactions within reasonable bounds, ie. stop the player randomly killing off NPCs (because this causes lots of logistical and narrative problems).
(Oh yeah, and I'd like to see games where you can interact with the plot as seamlessly as you fight in Prince of Persia, ie. you can interact in small ways every few seconds and take the experience in a different direction via gameplay. However, this is a pipe-dream for the moment. Ie. as leader of an expedition, you would be able to decide how to approach the task at hand, from the direction you take to get to the treasure, to how you deal with quarrels, maybe you could resign and let an NPC lead you, but suggest a different way to do things if they don't see it> no lets climb down these ropes and go in through the windows, the direct approach is too dangerous! Ah but is this actually plot- does it correspond with motivation?)
[Edited by - Ketchaval on July 7, 2005 8:58:47 AM]