#8286 posted by JneeraZ on 2015/04/15 14:41:29
So is pretty much anything. The value is in the execution, not the story. The story is just a catalyst for the experience.
I Dont Agree With That
#8287 posted by nitin on 2015/04/15 15:22:38
as in different formats like books and films can have better than C grade stories.
But yeah I agree execution can cover up simplicity and unorignality in a format like a game.
Also my comment wasnt directed at Half Life's story but your point about designers thinking they are master storyellers.
#8288 posted by Spirit on 2015/04/15 16:52:38
Sure the story is nothing special, but the presentation is very nice. It reminded me of a lot of the environmental effects in Duke 3D but now in actual 3D. Eg the grenade thrown in your face as you crawl through a pipe or the air shaft being shot to pieces. The events are short and fun, not OMG SO EPIC!!!! DRAMATIC MUSIC PLAYING! AVATAR SAYS OMG TOO!!
I think what makes it better than "modern games" is that the scripted sequences are very short and to the point (ignoring the intro). Also no cringe-worthy things or actions the avatar does iirc. Pretty much the only thing like that is the weapon animation with the bugs?
#8289 posted by Lunaran on 2015/04/15 17:00:19
These days, designers often see themselves as master story tellers and therefore want to make sure you hear and see every detail of the web they're weaving for alpha bravo kilo squad in uzkatstan or where ever.
Agree completely.
They also see themselves as master directors, and it's important that you lose control during these sequences because they really really really want to frame the action like this and cut dramatically here.
To be fair, framing and camera cuts are basically free. If you can create a feeling of dread with good camera work, you're better off than if you tried to create it through palpable emotional tone in a room full of characters, visibly and audibly frightened, glancing with worry at each other, etc, even if the latter is much better for grounding the player in the world.
then of course you have the risk that as Dr. Manchester is giving his dramatic monologue about whatever, the player spends the entire scene trying to balance a trashbin on his head, but you've lost those players anyway.
Balancing Trashbins On Peoples Heads
is just a sub-game... Also I feel like in a lot of modern shooters that I'm not THE guy. If I'm playing a game I want to be the hero of my own damn fantasy world.
Disagree
#8291 posted by ijed on 2015/04/15 18:28:09
In my experience designers want to make a game.
The expensive bauble of FMV littered throughout a game is usually mandated by production and the client.
No level or game designer is going to wake up one day and say 'I really want to stick a tedious couple of minutes in the middle of my game today!'
After it's been done, they are the ones who enable the trashcan on head feature to mess about with the animation department's painstakingly constructed scene and productions pricetag justification feature.
#8292 posted by JneeraZ on 2015/04/15 18:30:30
"In my experience designers want to make a game. "
Some want to make movies. They SAY they want to make games but, really ...
Ahhh
#8293 posted by ijed on 2015/04/15 18:50:15
That's true. There are many self deceivers.
But they tend not to last long and the games they work on are bad, so who cares.
Maybe those unlucky enough to have paid for the game. But if you don't take the time to read a couple of reviews before an expensive purchase then you've only yourself to blame.
Also
#8294 posted by ijed on 2015/04/15 18:55:36
I've come around to the Carmack sentiment.
"Stories in games are like stories in porn - everbody expects one to be there but nobody really cares about it"
Which seems ridiculous at first glance - everyone has played loads of games where the story was pivotal and had real meaning and blah blah blah.
But you play a game for the play. The only good story in a game is one told through the mechanics of play.
Bastion comes to mind as a good (if slightly overkill) example.
Disclaimer
#8295 posted by ijed on 2015/04/15 18:56:34
Bastion wasn't my type of game because at one point I realised I was collecting maguffins and not pieces of the plot anymore.
#8296 posted by JneeraZ on 2015/04/15 19:12:49
"But they tend not to last long and the games they work on are bad, so who cares. "
*cough*Kojima*cough*
Heh...
Lets be honest, Kojima lasted bloody ages... and the games were good despite the ridiculously long cutscenes.
*nehahra*
#8298 posted by Spirit on 2015/04/15 19:23:06
8295
#8299 posted by Drew on 2015/04/16 03:15:18
Fucking perfectly expressed.
Xibalba
#8300 posted by czg on 2015/04/21 14:57:22
http://phoboslab.org/xibalba/
Cute little WebGL Wolf3D-ish FPS. Five levels, takes about 30 mins to play through. First level is a bit boring. I like the tree enemies.
Borrows some quake textures, and if I squint right it looks like some quake 3 and doom 3 textures as well. Hard to tell with so low res though.
#8301 posted by Drew on 2015/04/23 05:35:54
crashes and exits when I hold down ctrl for too long in Chrome, it seems.
.
But WHY
...and.....
#8302 posted by JPL on 2015/04/24 18:12:01
... how can I strafe left or right... ? that would be usefull :(
#8303 posted by mfx on 2015/04/24 18:49:05
a and d?
Cutscenes
#8304 posted by gb on 2015/04/24 21:27:17
Quite a few games I loved had cutscenes. They always felt like a reward, and if they were actually good, they didn't bug me at all. I've seen some amazing cutscenes.
I think it's a matter of taking a good hard look at your list of cutscenes and turning them into interactive ingame things wherever possible - leaving control to the player, and making the rest of them convey crucial, meaningful information at least in an entertaining way.
Personally I have nothing against not being THE GUY in games, I like steering protagonists around like in Mass Effect equally much. Heck, I play as female characters regularly despite being straight male because I like steroid beefcake space marines even less. I guess it's how likeable the protagonist is, and how much reason he/she has for being himself/herself, that makes the difference.
I find talking protagonists quite charming.
It's just hard to avoid cutscenes in some cases. Dialogue for instance - if the player makes the conscious effort to initiate dialogue with some NPC, you can assume they really want that conversation, and thus disallowing them to do the thrashbin thing for the duration of the dialogue isn't really such a big difference. The player stated their intent when they approached that NPC.
If the cutscene can be ended by pressing ESC I don't see the big problem - in that case it's just optional bonus content, and are you gonna bitch about that?
It's a bit like in a classroom - sometimes you gotta be able to stop them throwing paper balls around, if you want to keep it at a certain niveau, else you can just designate it Garry's Mod and give the teacher a week off and every pupil gets a book of matches. Hooray. You now have a base level game about anarchy and destruction.
But there are some games that aren't that kind of game, don't advertise themselves as that kind of game, and that is OK. Different games for different people. Sometimes you want to show how something affects the protagonist without words, or specific meaningful interactions of the protagonist with other characters, and that's perhaps not possible if the player is allowed to set shit on fire while the scene tries to happen. If you declare things like this unreasonable in games, you rule out an entire class of games.
The Carmack quote about porn is in my mind one of the dumbest things anyone has ever said. He is basically comparing games to porn without batting an eyelash. Says a lot about his idea of his own games. Incidentally, Carmack is a big mechanics guy - maybe that limited mindset explains why he finds games and porn so comparable. Yep, you can compare mechanics to mechanics but games are not necessarily just about mechanics.
Reducing everything about video games to mechanics - mechanics are king - especially with the whole move to massively multiplayer stuff (mechanics are even more king) is a newfangled thing I don't like. It is a mindset that is too much like an engineer's for my liking and not enough like an author's or an artist's. This is not just an issue in games - it's a social issue where mechanics and everything you can test and measure are deemed most worthy and desirable, and where the individual or the consumer is seen as the center of the world. The consumer is king, don't take power away from the consumer. Bow to his will.
It should be the privilege of an artist - of a human - to ignore that, really. The world is big enough for games with cutscenes. Sure, it's a difficult thing to tell a story well in a videogame, and it can be done better. But I'll take a game that tells a good story in an imperfect way over a massively multiplayer online jerkfest with shitstorms if a shotgun delay is changed from 0.2 to 0.3 ANY FUCKING DAY.
That's just me. Feel free to disagree.
CUTSCENES ARE GHEY
#8305 posted by Shambler on 2015/04/24 21:44:28
HTH, discussion over.
#8306 posted by mfx on 2015/04/24 22:38:16
Xibalba
#8307 posted by Lunaran on 2015/04/25 06:09:31
Reply To Gb
#8308 posted by bear on 2015/04/27 12:12:13
"Reducing everything about video games to mechanics - mechanics are king "
Now I barely play any games these days but my view is that mechanics (as in game-mechanics) is often neglected (at least in AAA titles) as opposed to (often B/C-) story and primarily graphics.
Even Carmack doesn't seem to hold game mechanics that high having said such things as more realistic graphics makes it look weird to move fast (doom 3) implying graphics got to decide his game mechanics. If they had really cared about game mechanics first I'm sure they could have come up with some justification for whatever choices they could have made in a future sci-fi world full of demons.
Xibalba
#8309 posted by ijed on 2015/04/27 15:43:05
Awesome, just what I needed after finding that Perforce shit the bed and I lost a couple of days of work.
Meanwhile, From The Anus Of Activision:
#8310 posted by Shambler on 2015/04/27 17:52:18
Mark your calendars for the return of the most played series in Call of Duty� history, because Black Ops is back! Call of Duty�: Black Ops III will arrive Friday, November 6, to take fans on a journey to the dark, twisted and gritty world of Black Ops with a true next-generation experience that redefines Call of Duty. Published by Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard (Nasdaq: ATVI), and developed by award-winning developer Treyarch, Call of Duty: Black Ops III delivers a campaign that can be played as a full single player game or co-op online with up to four players, the deepest, most rewarding multiplayer ever offered in Call of Duty, and, a mind-blowing Call of Duty Zombies experience that, for the first time, features its own XP progression system. Call of Duty: Black Ops III is in development for Xbox One, the all-in-one games and entertainment system from Microsoft; PlayStation� 4 computer entertainment system; and PC.
Activision and Treyarch also announced for the first time on Call of Duty next gen � a multiplayer Beta for Call of Duty: Black Ops III. Fans who pre-order the game now on Xbox One, PlayStation 4 or PC will get access to the Beta*, details for which will be announced at a later date.
�Nearly 100 million people have played Call of Duty: Black Ops and Call of Duty: Black Ops II, making it the most-played series in Call of Duty history. And those fans are about to get the best Black Ops game we�ve made yet with Call of Duty: Black Ops III,� said Eric Hirshberg, CEO, Activision. �This is Treyarch�s first three-year development and, man, have they made the most of it; with a ton of innovation across all modes of play, and of course a mind-bending, wild ride of a story, Black Ops style. Our fans will get a taste for themselves with a Beta later this year. But for now, Black Ops is back.�
The Black Ops series is the most played in Call of Duty history with nearly 100 million registered players having played Call of Duty�: Black Ops and Call of Duty�: Black Ops II combined. For award-winning studio, Treyarch, this marks the first time with three years for development, which has been fully leveraged to bring the Black Ops series to next gen with Call of Duty: Black Ops III.
�Black Ops III is, without a doubt, the most ambitious project ever in the history of our studio. Since the launch of Black Ops II, we have been pushing ourselves to develop the best Call of Duty game we can for the millions of fans that continue to play our games, even to this day,� said Mark Lamia, Studio Head of Treyarch. �We�ve been taking advantage of the three-year development cycle by pushing our game design forward in every way imaginable, crafting all-new experiences, mechanics, systems and characters, all in the deepest Call of Duty that we�ve ever made. This really is like getting three games in one.�
The Call of Duty: Black Ops III campaign deploys players into a future world, where biotechnology coupled with cybernetic enhancements has given rise to a new breed of Black Ops soldier. Through Direct Neural Interface (DNI) technology, players are now connected to the intelligence grid and their fellow operatives during battle. In a world more divided than ever, this elite squad consists of men and women who have enhanced their combat capabilities to fight faster, stronger and smarter.
The most engaging and rewarding multiplayer offering to date debuts a new momentum-based, chained-movement system that allows players to move fluidly through custom-built environments with finesse, all while maintaining complete control over their weapon at all times. Treyarch also introduces its new Specialist system, which lets players choose and rank up nine elite Black Ops soldiers, each with their own look, personality, voice and battle-hardened weapons and abilities, fundamentally changing the way players engage in combat. Multiplayer is rounded out with an all-new weapon customization system that give players more powerful tools than ever to build and personalize that perfect weapon. Additional details about multiplayer will be announced at a later date.
No Treyarch title would be complete without its signature Zombies, rounding out the offering. Call of Duty: Black Ops III delivers a completely unique Zombies experience and is the most immersive and ambitious Zombies to date, complete with a new XP progression for players, adding unprecedented levels of depth and re-playability.
�Call of Duty is an entertainment juggernaut that continues to reinvent itself year after year with new storylines and exciting features,� said Bob Puzon, senior vice president of merchandising, GameStop. �We�ve been able to get an early look at Call of Duty: Black Ops III and are extremely impressed with what we�ve seen, and expect it to be a huge hit yet again.�
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