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.
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)
Full Throttle - Play like a book / comic with puzzles. The plot is presented mainly through the text. Dialogues / descriptions.
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).
Modified on September 4th, 2017 by Shibito
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
without a chorus, where the plot is presented through a new genre, I think the list is not legitimate
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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
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 ArystanArystan is expensive to make, not plot. several people are involved in the plot, and not a hundred artists, 3d-modelers and programmers.
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.
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?
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
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.
in Ancha, in addition to shooting, there is acrobatics, research and solving riddles, well, chases
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.
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.