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TopicGames as art, interactive movie games, and how game design can elevate
Jabodie
11/14/19 5:51:57 PM
#17:


Darmik posted...
I completely disagree. The value is from giving the power to the player.

I'll go into Detroit again since that's used as your negative example.

One of the stories in that game is escaping America with a little girl. There are several tense scenes in the game and you are told that you can die. And indeed you can throughout several parts of the game. You don't restart (unless you save scum) the story continues on without those characters. I got a happy ending with those characters. The final scenes were incredibly difficult and intense thanks to the decisions I made. When I saw where I landed on the final branches I saw how many different ways it could have progressed. Even in those final moments I could have made the wrong decision and got a sad ending. It felt like a massive relief when I managed to avoid that.

My wife didn't manage to get a happy ending. Her climactic scenes for those characters were significantly different but she failed. If she succeeded there she could have got a happy ending in a completely different location because of how she guided their story.

You cannot get that experience from TV or watching a stream.

Tbh, I don't really see why this is unique to game design compared to CYOAs or "interactive" streaming content. The extent of the branching paths to Detroid may have been more extensive than most other stories before it (tbh, I'm not even sure that's true since I don't read CYOAs). You could probably argue that CYOA and interactive streaming content themselves are games, which would be a pretty reasonable position I guess.

Personally, I get really bored playing branching story games. I actually prefer watching LPs. Detroit, Until Dawn, LiS, etc. I enjoy a lot more as watching than playing experiences. But that has more to do with the fact that there is limited engagement in the moment to moment gameplay. I also feel that story and theme analysis in these sorts of games needs to be analyzed in the context of all possible choices.
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