Now that video-games have adopted more Hollywood screenwriters to give their work a more immersive and story-driven experience, which games do you believe not only have the best story, but utilize it to the medium's full potential?
If I had to pick one, I would say the 2011 version of The Stanley Parable.
What are your picks?
Lost Odyssey and Mass Effect both have good writing worthy of any story. Greatly enjoyed these games, especially Lost Odyssey as a story that reveals the past of the mysterious main character in forms of short stories, and the fact that you can keep the main character mysterious really shows the talent of the writers. It's not an easy thing to do. – SpectreWriter9 years ago
While not entirely an original idea, The Last of Us's post-apocalyptic narrative was incredibly character driven and made me care for Joel and Ellie more than I have ever cared for any character in a video game. What makes the game so great is its numerous twists and turns that leave the player on the edge unable to guess what will happen next. – cdenomme969 years ago
I feel Rockstar produces great games (they're known for the Grand Theft Auto series). Though some of their games have garnered a lot of controversy and criticism for misogyny and violence, I think the way they incorporate critical themes and satire into the character's dialogue is very fluid. The games feel like interactive/playable movies to an extent, and character development is really strong (as they're not just typical one dimensional stock characters). – Kim9 years ago
For both it's story and manner in which it is told, I must make mention of Valiant Hearts. More narrative than video game this could become the next generation of the old tired history textbook. If an article were to look at strong story content I would also recommend speaking to the manners in which story can engage it's audience, and the play it has on a game and its mechanics. – ApeX9 years ago
Avalon: The Legend Lives takes the crown for me. As a text based game its writing is its lifeblood and Avalon has some of the most evocative, creative text I've ever seen. Here are a few examples: The final blood-curdling cry conspires with your dramatic stigmata and the weakened form of Bugfrei Zand. The song's coda is a conflagration: Bugfrei Zand raised momentarily by the power of your song, shaking dangerously, unconsciously, helplessly with each rising note. And then he shatters in a torrent of unspeakable body-parts inside and out. Dead; the Bard's final word. Light is blotted out across the land and the very firmament grows black as pitch. The only sight visible is Cornelius, the all-consuming opening his divine arms - wide enough to encompass the world - as He pours forth his faer-essence, gathering an incandescent sphere of pure immortal might. Cornelius turns to Tyranis, god of war, the fulgent globe raised aloft.... Your eyes are filled, all of a sudden, with a burning red light and you feel your skeleton knit together within your ghostly form. Still enveloped in the deep magic of the resurrection you open your blurring eyes to catch the last shreds of skin grow back onto your regenerated flesh. You are whole again; but once resurrected a second conflagration is set in motion: the phoenix rebirth. The rubies of your opalescent spectrum grow enflamed, the crucible of your life-giving reaction sprouting firewings dripping white-hot waterfalls about the location. The phoenix-fire wings spread to their fullest extent, describing an arc above the entire locale raining fire and terror on all sentient witnesses to your magnificent return to life. There's something about good MUD writing that really gets under my skin and makes my pulse race.
– Elsalvador9 years ago
This is great because you can examine the more film-centric approach to story telling that a lot of games have done recently, and extremely well, like The Witcher 3, or take a look/contrast it with more immersive story telling where you're very much a part of the world and uncovering the "secrets" and "story" as you progress: Bloodborne, Dark Souls 1 & 2, Demon's Souls. I've been thinking about this kinda topic for a while so I might dive in in a little bit... – edwinhenry9 years ago
After playing "Metroid Prime 2" I was hooked on possible ideas for a film. It has so much potential, especially in the realm of "Alien". While many games have a amazing stories, several are perfect in videogame format (especially ones with multiple endings and choices, like Dragon Age). I am however, often inspired by the atmosphere of games, they suggest a bigger story that could be told effectively in a film, much like Metroid which while having story is more of just going and completing tasks rather than an in-depth tale, so my point is that it's not always story that could make for a great film adaption of a videogame. – smartstooge9 years ago
The best story I've seen in a game lately is the one in Dust: The Elysian Tale. It's a very rich story and has an adorable Nimbat character guiding and tagging along with the main hero, Dust. The game revolves around stopping the general's forces and also involves Dust regaining his memory as at the beginning he forgets who he was. – AdamThePhantump9 years ago
Thomas Was Alone is a really good example of the writing complimenting the gameplay. Because of the voiceover, you actually care for these little blocks that move about. – FJHockey9 years ago
I second The Witcher 3. It's got a really good, well written story, utilizes all it's game mechanics fully, and it's probably one of the few games where I don't feel like I'm doing busy work. – Helmet9 years ago
Compare the pros and cons of exclusives and the effect of exclusives on gaming. Exclusives may promote a console, but it also alienates gamers who do not have a certain console. Also, look at the effect of time exclusives, as well as third party exclusives. Should exclusives be limited to new IP's, such as 'The Last Of Us', or already established series? 'Rise of the Tomb Raider' got a lot of negative feedback when it was first announced as an Xbox One exclusive (now known to be a timed exclusive) since the rebooted 'Tomb Raider' was already established on PC and PlayStation consoles.
Are exclusives a hindrance to gaming, a benefit, or both?
When it comes to exclusives, often promoting their own system is the idea. But at the same time too, if every game was available for every system, most people would just port it to the PC. That's often a common criticism of most Xbox games since its microsoft. Another possible point to bring up its just the cynical attitude of console exclusives to such extremes. One perfect example I can think of is that one person actually petitioned Nintendo to bring Smash Bros 3DS to the PS Vita because they didn't want to play it on an "inferior" console. I am NOT kidding. So for me, maybe talk about how the complaints can be very one sided given today's high expectations of game availability. – Ryan Walsh9 years ago
This may slightly branch off from your topic, but one other idea to look into when looking at exclusives is content in videogames reserved for specific systems. Much like how Microsoft bought timed exclusivity for Microsoft or PlayStation bought permanent exclusivity with Street Fighter V, companies like to make deals with developers to have content playable only on their systems to encourage gamers to pick their consoles. On another note more close to your topic, it might also be important to look at how many original IPs are being made compared to old franchises. Most developers prefer to continue existing franchises (Gears of War, Halo, Uncharted, Mario, etc.) rather than create new ones, which also makes companies bank on the success of previous successes to continue to bring back gamers to their systems. – Seth Childers9 years ago
Mentioning the Resident Evil games and realism in the same sentence may seem strange, but when compared to other zombie apocalypse fiction, they are, in a sense, remarkably grounded. Other famous zombie works, from Night of the Living Dead to World War Z make the unfounded assumption that a slow-moving, unintelligent horde of creatures who can only spread their infection by biting, can easily overcome a modern military, a supposition that has little basis in fact. Even the very premise of the zombie horde itself does not hold up under scrutiny, as the means of infection would realistically confine a majority of outbreaks to the local level, something no apocalyptic scenario wants to acknowledge.
The Resident Evil games are different. All outbreaks are local, and occur not through random chance, but through human error and/or deliberate malfeasance, with the virus itself being a bioweapon. Said outbreaks are contained, with varying degrees of ease, by either special forces units, or more general military action, despite the fact that the zombies are reinforced by a veritable army of other bioweapons. The largest chunk of real estate ever lost to the undead consists of a single city, doomed by bad luck and a perfect storm of local corruption and federal attempts at a cover-up–and even then, the damage is quite easily contained.
This article would examine this aspect of the Resident Evil games, exploring why it takes such a radically different approach from a majority of zombie fiction, and looking at the degree to which this is a more realistic scenario than that depicted across the genre as a whole.
During this month's annual Steam super sale, I, letting my curiosity get the best of me, purchased "Five Nights at Freddy's." I first tried to play it at night, thinking that that would make the experience better, but I panicked and quit after the first level. The next day, I realized that the game creates so much anxiety for me that I can't even play it during the day with my TV on and my dog sitting comfortably at my side.
Long story short, it would be interesting to explore anxiety-inducing video games (particularly those of the survival horror genre) and why/how they are enjoyable to play. I can't even begin to imagine how some people play "Outlast" wearing noise-cancelling headphones with all of the lights out in the middle of the night. What makes these games enjoyable? Is the anxiety that they create a fun sensation for some? Maybe they're not enjoyable at all, but there's something else to them that keeps people playing.
It honestly depends on the person. That's why romantic comedies and horrors can both exist; some people like one or the other, some both. Some embrace the adrenaline and the fear and others hate it. Neither are wrong, and neither are right. It's simply based in preference and how a person is wired. – G Anderson Lake9 years ago
Absolutely! I would just love to know what the appeal is for those who do enjoy playing them. What makes the game worth playing? Is there some kind of science behind why this anxiety is enjoyable for some? – Nicole Williams9 years ago
I haven't played this game but I think it could probably contribute to the anxiety inducing games you've listed, it's called "Depression Quest." It probably isn't scary but it is literally about living with depression and managing your anxieties? – Slaidey9 years ago
I think it’s the adrenaline rush. For games with pop-ups, your senses are heightened because you don’t know what’s going to come out. Also, the player is in control of their actions, which makes it even more nerve wracking (but fun for some people!) I feel like the experience is different when played with friends, so maybe there can be a small section in the article explaining the difference between solo and multiplayer. (Ex: Don’t starve is a multiplayer horror game.) – YsabelGo9 years ago
Ysabel summed it up quite nicely. The adrenaline rush is certainly a big reason. There's also a feeling of triumph when you progress through a spooky area of a game. Playing survival horror type games like Outlast, Resident Evil, Silent Hill, etc, there can be a sensation of victory and relief when you finally conquered and/or escaped a difficult and frightening enemy. Those moments of relief when you finally feel safe can be priceless to a player's overall enjoyment of the game. To put it quite literally, you feel like you have "survived" the horror you experienced, and it's quite a rewarding sentiment. – BradShankar9 years ago
It is a recurring argument that video game cheapens the death of characters due to its replayable nature. I remember watching the Youtube video of the cutscene of the major supporting character's death from GTA4, and read the comment which jokingly said that the main character should have taken the bullet because he would have revived at the hospital. Death in video games are often avoidable, or a penalty. In many cases, dead characters can be revived with a special mean.
But there are games that make deaths significant through several means. The most recurring example would be the story branch, where a character's death decides the story route the gamer can take. A death of a character will consolidate the plot into certain route, so the gamer will have to be wary of the consequences.
There are other games with different approach to make deaths meaningful.
For example, the death in XCOM means that your effort and investment on a soldier have been wasted, and this becomes financial and strategic setback. The elite soldier takes series of combat experiences and upgrades, and they cannot be mass produced. In addition to this, there is no way to revive the soldier so the gamer have to be extremely careful with the characters.
In Fire Emblem, each character is given unique personality and look, plus unique stats. Similar to XCOM, the death of a character is a strategic trouble, but Fire Emblem goes one step further by creating emotional attachment. The characters become friends with each other, and in some games get married. They may have a child, who fight along with them in the battle. In this case, the death of a character is more than a casualty – it's a tragedy. Your one mistake can cause the death of someone's friend/lover/parent. After you get to know each character, their death feels heavier.
I am wondering if there are other cases of significant deaths in games. Are the deaths considered mere penalty, or emotional experience? I think this could be a good study of human psychology regarding how we treat deaths
One should also include the reasoning behind chaperoning death. Games have always been a safe place to explore everyday problems, teaching strategy and giving people experience outside of tall world consequences and life and death situations. This is a good thing but so is making death mean something when games start having so many extra lives to no consequences, death actually has become a game mechanic more than the definitive punishment of starting the game over that it used to.
– fchery9 years ago
In Heavy Rain you play as 4 different characters, who are all capable of dying and staying dead. It is possible to complete the game with not a single character alive, which was just refreshing if nothing else and it does give the characters greater significance to the story. There is game mode introduced in the Arkham games (I can't remember if it was City or Origins) which can be unlocked where you can play through the storyline with only one life. This is such a challenge and I'm sure other games have similar features, too.
I really like how Shadow of Mordor dealt with character deaths and how it integrates the many deaths the player will inevitably have into the gameplay. The Nemesis system means that certain orc captains will remember you after they've killed you and they will gain in power when they do. It's a really clever system that will definitely be implemented in future games. – Jamie9 years ago
An excellent example would also be Mass Effect. At one point in the first game, you have to decide which of your team mates has to die and the decision means consequences, some unforeseen. What makes this a good example is because Mass Effect is a series that is based entirely off your own choices. – SpectreWriter9 years ago
It might be good to consider how some games attempt to weave in player deaths with the storyline, such as Bioshock: Infinite. In Infinite when you die there is no breaking of the third wall; you don't go to a different screen, but rather a different part of the game that effectively sends you back in time to a certain point (which actually makes sense with the plot later on). While it's really just the same as reloading from a save point, I appreciated that they made an attempt to explain how you can die and yet just keep coming back. – OddballGentleman9 years ago
To this day people feel heartbroken over the death of Aerith Gainsborough from Final Fantasy VII and are still trying to find a way to bring her back to life. It would be very interesting to see more games like this where major characters purposefully die and cannot be brought back by expected means like a phoenix down. Besides these one can also look at permadeath in Diablo 3 where dying not only makes lose all progress but you lose possibly weeks to months of effort to level your character. It would be good to look at these two sides of permadeath games and see why they are implemented story and gameplay wise. – tylerjt9 years ago
The new game Until Dawn would be a brilliant example of exploring the consequences of permanent character death. There are plenty of chances to kill off characters that have significant impacts on the rest of the game. It really puts pressure on your actions, and forces you to think far more carefully before you make each decision. It shows the full repercussions of character deaths, not only on the story, but on the characters as well - you can compare and contrast what happens depending on who dies and who lives. It creates a far more real experience that, I believe. – averywilliams9 years ago
Also, State of Decay possess an interesting option when it comes to the death of their characters. As you can continually change what character you are playing as at anytime, when who you are dies they stay dead and you continue on as a different character. But the character that died, might have had a certain skill or trait that was helpful to the group's survival and might change the way you play your game. – BlueJayy9 years ago
E3 is underway, and I'm seeing the same thing. Open world games! This isn't a bad thing of course. Every game's sequel is getting turned into a massive sandbox, and the bigger the better. Games include Zelda, Batman, Lego and more. But can an open world game be TOO big?
I've been a game design teacher for the last 6 years and agree with this thesis. What made mass effect work so well was the illusion of a sandbox environment even though it wad a straight forward sorry with side quests. – fchery9 years ago
Once upon a time, the music in video games was an after-thought — small, repetitive loops of tinny electronic sounds was the norm. With some games being built to hold up to literally hundreds of hours of game play, the music scores have gotten considerably more impressive. A friend of mine was recently surprised to realize the cool song playing on her Pandora "movie sound track" list was actually from TES5: Skyrim.
I would love to see an in-depth article about working in the video game industry as a musician. Are musicians permanently on staff, or are they contract-hire? Are most scores now done with orchestras, or does electronic production still rule? To what extent do video game musicians need to learn to code? How hard is it to break in? Do the musicians also create sound-effect loops, or is that a different specialty? Are there awards for video game music? Is there cross-over between video game musicians and those who regularly work in television or movies?
I think this article could also lend itself to the performance of video game music by orchestras in "real" concert venues. I know that there are a few CDs and performances that have been released/occurred that brings video game music not just to gamers, but to the public as a whole – DClarke9 years ago
You could go into how video game music has become more "mainstream." What I mean by that is more and more there is a crossover between composers in both film/television and video games. Many film composers have done work for notable video games, such as:
-Hans Zimmer (Inception, The Dark Knight) has contributed to Crysis 2 and Call of Duty: Modern Warfare 2
-Harry Gregson-Williams (Shrek, The Town) to the Metal Gear series,
-Clint Mansell (Requiem for a Dream) to Mass Effect 3
-Henry Jackman (Captain America: The Winter Soldier, Captain Phillips) is working on the score for next year's Uncharted 4: A Thief's End. Also, in a historical achievement, Austin Wintory garnered a Grammy nomination in 2013 for Best Score Soundtrack for Visual Media for his work on Journey. This kind of mainstream award recognition was previously unheard of for a video game soundtrack. – BradShankar9 years ago
Nintendo has made great games out of the same half-dozen intellectual properties for more than twenty years. Every Call of Duty game is relatively similar, but the same can be said for most of the Legend of Zelda games. The argument over which game series is better is futile, discuss how the approach, and the respective developers' desired end result is different.
Also look at how each series innovates in their own unique way to meet their consumer's expectations. For example, Zelda is an RPG, so even taking that same game and changing the storyline might be acceptable to appeal to its audience's expectations. On the other hand, Call of Duty is a first person shooter, so people are playing it for the gameplay rather than the storyline, meaning that a new CoD must make marked improvements in gameplay in order to differentiate itself. – OddballGentleman9 years ago