[QUOTE="Oilers99"] As the designer, he is the storyteller. He is the one who gives the player the abilities that the player will exercise, the scenarios they will go through... this is storytelling, no matter how much the cut-scenes and dialogue may suggest otherwise. It's a sequence of events experienced by the player, thus, storytelling.
... An understanding of interactivity is more important than knowing dramatic storytelling in linear media, but both are lacking... is there anyone who is the true writer-designer
MetalGear_Ninty
Totally agree with you there. And I think that's why developers such as Miyamoto and Kojima are the biggest names in the industry. ... Both of these developers know that games development is about taking the player through a journey.
Good points. Maybe Maxwell's article would have been better titled "A case against using TRADITIONAL writers in the games industry." Or "The designer/writer, A Case for a New Kind of Writer in the Games Industry."
All Maxwell is really saying is that traditional storytelling can't make a great game. And IMO he is correct. His main point is that games are not like movies. Games are about the interactivity. He uses a good example -- traditional writers were not needed to make pong a great game. It was all about the experience of hitting a square with a line.
I'm less impressed by his discussion of how traditional storytelling actually makes games worse. He uses FFVII as an example. According to Maxwell, FFVII is "hamstrung repeatedly to allow for storytelling mechanics." He says that gameplay mechanics suffered for the sake of the story ("interminable cinematics, boring exposition dialog and pointless interruptions to the gameplay" were included). He concludes that "I don't think I'd have played Final Fantasy VII without the story." This is not a nod to the power of a good story. To the contrary, in his view, the storyline undercut the gameplay mechanics so much that FFVII isn't worth playing as a game. It appears it is only worth playing as a poor substitute for a movie or a book.
I haven't played FFVII. But that discussion seems unfair. I have played other FFs and I like their turn-based RPG game mechanics. (To a certain extent I played FFX-2 and FFXII despite their storylines because I enjoyed their battle systems.)
I think a better example to make his point would be a game like Indigo Prophecy. This was a game where gameplay certainly seemed like an afterthought. Inane Simple Simon sequences were used as an excuse to advance the clichéd storyline. In fact, I don't think there is anyone out there who would recommend IP based on its gameplay mechanics. If I'm wrong, please chime in.
Whoever was responsible for IP, whether it was a developer/writer or a traditional writer, they just didn't seem to understand that a fundamental requisite for a good game is good gameplay mechanics. The only thing IP had going for it was its storyline. So, from the get-go it did not appeal to a lot of gamers. Let's face facts, people buy movies/books for the storyline. People buy games for the interactivity. It is that simple. I confess that I bought IP. But I'm not really a typical game buyer and I also believed the buzz that said it provided a new kind of interactive story experience. With its focus on basically traditional type storytelling, IP was unable to deliver a good game experience.
In contrast, a game like Metal Gear Solid perfectly blends storytelling with the experience. The gameplay enhances enjoyment of the story and the story enhances enjoyment of the gameplay. There is your proof that the Games Industry requires a new kind of writer = the developer/writer
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