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Games are a storytelling medium and people are primarily consumers of stories.

Discussion in 'Game Design' started by Master-Frog, Dec 4, 2015.

  1. Master-Frog

    Master-Frog

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    But now we need to make people actually do something as part of the story.
     
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  2. RockoDyne

    RockoDyne

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    No, what people do is the story. It's the designers role to create what the player can do and typically setting up the conflict(s) that the player is doing things against.

    Think of holding hands in Ico. The player has to do it because the conflict forces the two characters to maintain close proximity, but eventually it takes on an emotional importance.
     
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  3. TonyLi

    TonyLi

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    Yes, I really agree with this. "Show" is still passive, which is fine for film. There's a place for "show" -- I love a good scripted story in games. But in many games I think "enable" > "show" > "tell" (as RockoDyne just gave an example of).

    I don't want to sidetrack this thread, but it would be interesting to discuss ways to enable players to make stories (i.e., do things) more than be passive observers of scripted stories.
     
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  4. Teila

    Teila

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    We should do that in a different thread though, it would be lost here. :)

    Should I do it or you?
     
  5. Master-Frog

    Master-Frog

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    You guys can share it.
     
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  6. TonyLi

    TonyLi

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    I'll keep an eye out for a thread if you have a chance to start one.