ok, so in the vein of architekt's awesome threads about different video gaming discussions, i thought i'd start one over a question i have hammered myself over the head with over and over for a while.
also sorry architekt your threads were so awesome i had to steal your idea because i'm just that much of an asshole
Thanks for the kind words, I wasn't even sure that my threads were that good. The more of this kind of discussion going on the better, as far as I'm concerned. So no, I don't think you're an asshole.
Oh, and if these threads are that good, then someone (maybe even me?) should skim them and compile all the good stuff into one stickied post, so that everyone has quick access to any good (and agreeable) conclusions we've reached. I'm thinking of XUE's stuff in the original Games as Art thread as a prime example.
I don't think we'll ever be able to make incredible games until we have a better idea of what it is we're actually trying to achieve (that goes for industry designers too), and I think these threads help us all to clarify what exactly we should be trying for.
This is one reason I love games with "archeological storytelling", as I've seen mentioned, where you find out about characters, events and places through logs and messages strewn around the world, as well as, obviously, great characters you can interact with.
...and that's why I love Metroid Prime (1). It does this almost flawlessly, and the remnants of the past everywhere make the atmosphere all the more convincing.
Melly, if you made that phrase, I'd go ahead and get to work on a presentation about it so that you can take full credit for it.
I've got to second this, especially since I'll be using that phrase myself now.
******************my rant****************
OK, so games unique thing is interactivity, and this is what completely fucks up storytelling for it. Why? Because meaningful choices are very very hard to implement. I'd mentioned this elsewhere, that there is always one meaningful choice during a game, and that is to stop playing the game. I think it was chutup who said he'd stopped playing Muslim Massacre, and made his meaningful choice. Now, I think that the "keep playing or quit" choice should be avoided whenever possible, as it technically isn't part of the game.
Here's an example: in Shadow of the Colossus wouldn't it be more meaningful if could just leave the forbidden land never to return whenever you want, instead of having the game forcing you to fight the Colossi? I don't even think meaning would be lost, because for each of those alternate endings, a brief scene from later in the main character's life could be shown. These scenes would reflect how much darkness he has in him. Of course, any player could just re-load their save and keep playing through the game and killing Colossi, even though that's obviously a stupid thing to do. They could even, if they really wanted to, experience all of the extra endings. I accidentally got the earliest ending in Cave Story because, in the moment, I though you were supposed to escape on the dragon. So I just quit and reloaded my save.
I think having a "walk away" feature built directly into the gameplay is a bare minimum. And that's especially true for games that put you in sticky moral situations.
Next, you don't need to design a game's gameplay first; it could actually be left for quite a while.
Example: Knytt Stories isn't about gameplay, it's about atmosphere. I don't know how Nifflas designed it, but he could have created a significant amount of KS's world without having to consider the gameplay. If KS didn't have traps and enemies, then he could have created the entire atmosphere, and then decided on a "gameplay" that would let you traverse that atmosphere.
I have some 3d models of buildings I've done over the years, and if there was a program out there that easily let me layer gameplay on top of them, then I might actually give it a try. Player's would be able to properly experience the atmosphere I'd already created. And how they interacted with that atmosphere would be decided in the gameplay I chose.
All of what I just said applies to story as well. You can start with a story and build a very good game around it, it is just a very challenging thing to do. I think this method requires giving the player very few meaningful choices, and making them not care about that oversight in the process. The story has to captivate the player, and they have to enjoy it enough to push it forward.
I grew up playing the classic Sierra and Lucas Arts adventure games, and I think these are games that are very story based, and don't have tacked on gameplay like RPGs (I'm just not a fan of that genre, so please excuse that insult). The only real gameplay they had were some simple puzzles that were commonly a part of the story, and necessary to push the story forward. It made sense why you had to solve the puzzles, so the gameplay wasn't just something you did in between cut-scenes that pushed the story forward, as with gameplay in many RPGs.
Phew, I don't know if I've got much else to say about this right now, but to summarize:
Games should always have a "walk away" option built into them, especially if sticky moral situations are involved.
Gameplay never
needs to be designed first. Story, atmosphere, or even music could come first.
Good games with good stories have gameplay that is fully integrated into the story. Many RPGs suffer from a divide between gameplay (eg. grinding) and story (eg. cut-scenes), so while some have excellent stories, they aren't necessarily good games.