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Shibito 28.07.21 12:56 am

Plot presentation in games (Saturday night with Shibito)

Yesterday someone @rivezico visited my modest refuge in the south-west of St. Petersburg and, eating black grapes on raisins and drinking clean filtered water, snacking on slightly cooled khachapuri, we discussed the latest culturological theories and trends in the world of video games

 

Specifically, what is life and the influence of the quantum field, the plot in games.

 

I propose to talk about the presentation of the plot in games without holivar and pulling cotton products. We all know that developers approach this issue in different ways.

 

I have selected four examples to start with.

 

Journey - the plot is presented through a visual component (images, changes in the environment over time, player observation) and gameplay. There are no cut-scenes and dialogues in the game. The player controls all the actions of the character throughout the game.

 

journey-game-screenshot-7.jpg

 

 

Uncharted - The story is told through cinematic cut-scenes, drakman genius, scripted cutscenes, and character dialogue (within and outside the gameplay). The plot almost does not touch the gameplay (killing 2500 people per hour)

 

FgyU14k.jpg

 

 

Full Throttle - Play like a book / comic with puzzles. The plot is presented mainly through the text. Dialogues / descriptions. 

 

95832-Full_Throttle_ (CD_DOS) -4.jpg

 

 

Heavy Rain - the gameplay is subject to the plot. The game is like an interactive cut-scene. The player has the opportunity to control the action only at the moments specified in the script. The player chooses the end of the story himself (or is it an illusion of choice). 

 

heavy-rain-image-screenshot-4.jpg

Modified on September 4th, 2017 by Shibito
54 Comments
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J
JasonWU 28.07.21

Yesterday was Sunday, hello.

S
Shibito 28.07.21

JasonWU write on the topic, there is no holivar: fuck_yea_guy.4556:

A
ACE 28.07.21

Shibito, in fact, there are cutscenes in the magazine where the player cannot control the hero.

in unchartide, storytelling is constant - and in gameplay too - including constant conversations of the hero with partners and events that occur during gameplay

 

J
JasonWU 28.07.21

ACE another topic from Shibita about games he hasn't played : cat-238:

J
Jordan. 28.07.21

without a chorus, where the plot is presented through a new genre, I think the list is not legitimate

!

A
Arystan 28.07.21

Half life 1 and 2

30 minutes ago, Shibito said:

the plot is presented through the visual component (player observation) and gameplay

 

31 minutes ago, Shibito said:

There are no cut scenes in the game

 

32 minutes ago, Shibito said:

character dialogs

 

M
Manson 28.07.21

JasonWU he definitely played anchik 

A
Arystan 28.07.21

The option with Ancharted is a dead-end branch for me, firstly: it is expensive, and secondly: everything is much better done in the film industry with live actors. All this money is easier to channel into other aspects of the game, while not much is lost.

And due to the fact that it is not expensive to experiment with the script, the text. In general, a vicious circle turns out.

 

Narrative through environment, gameplay and voice of the narrator: Bastion, Dragons Crown, Pappettir (most of the game)

Modified on September 4th, 2017 by Arystan

A
ACE 28.07.21

Arystan is expensive to make, not plot. several people are involved in the plot, and not a hundred artists, 3d-modelers and programmers.

A
Arystan 28.07.21

ACE It's expensive to make talking heads and staged cutscenes

S
Shibito 28.07.21

Just now, ACE said:

in unchartide, storytelling is constant - and in gameplay too - including constant conversations of the hero with partners and events that occur during gameplay

 

The gameplay mechanics (a third-person shooter and running through cover) do not reveal the plot in any way. It's just killing a bunch of random dummies. 

 

 

A
Arystan 28.07.21

In RPog it is generally unrealistically expensive

M
Manson 28.07.21

10 minutes ago, Shibito said:

 

The gameplay mechanics (a third-person shooter and running through cover) do not reveal the plot in any way. It's just killing a bunch of random dummies. 

 

 

Characters talking while climbing rocks?

A
ACE 28.07.21

Shibito, in parallel with this, there is still a lot going on in the gameplay, so the story and gameplay in Anche are in close contact

an example, when they almost do not touch - the lost of the planets 1. there is just a set of scattered levels with the shooting of mobs, between which screensavers are inserted, which are almost in no way connected with the level itself

S
Shibito 28.07.21

Just now, Shepard said:

Characters talking while climbing rocks?

 

not really, dialogues are one thing

 

here is more of a theme - in Silent Hill 2 you go down the stairs to the prison. You go and think that the stairs are down, and now there will be a loading screen. You go further and the stairs do not end. You start to think - how long is it? You go even further. You begin to strive. You go further. Etc. the player's state changes. The player begins to think, realize the meaning and meaning of what is happening. In fact, this descent is a symbolic, ever deeper descent into the subconscious of the protagonist. To create such an effect, the player himself must feel discomfort from the absurdly long descent down. 

A
ACE 28.07.21

in Ancha, in addition to shooting, there is acrobatics, research and solving riddles, well, chases

S
Shibito 28.07.21

ACE Anchik is, in principle, an advanced representative of the "kinets" (if not the best). I wrote there that "almost does not touch" - there are moments of norms. But in general, there is a large gap between genre mechanics and plot. 

A
Arystan 28.07.21

The narrative is related to the gameplay, the presentation is simply gorgeous, plus there are cutscenes, but they are short and effective. The Japanese really understand this. The same finals of the PS1 era.

 

K
Kolobas 28.07.21

In MGU, the gameplay has always been subordinate to the plot. In Tlow too. Ancharted is a more standard story for video games, although in 4 they tried to fix everything, and even locations with skirmishes were a natural continuation of the plot. 

 

A
ACE 28.07.21

Shibito is not, due to the events that take place during the gameplay. storytelling in gameplay and splash screens