[QUOTE="Lulekani"]From Looking Glass games like Thief to System Shock 2, Vampire the Masquerade to Deus Ex and PlaneScape Torment, to That Game Company's work in Flower and Journey or even the smaller experimental stuff like the Radiator series - there's so much already pre-existing examples that prove that wrong. [QUOTE="Lulekani"]
Unless you mean games that are more story than they are game.skrat_01
Gameplay enacts story in games. Im glad you brought that up because it just so happen's that these narrative issues first started when Clint Hocking pointed out that letting the player interact with the plot (harvesting or killing little sisters) either hurts the story or hurts the gameplay, and thus "Ludonarrative Dissonance" was born. Don't get me wrong, it was a great game without a great story, but atleast once or twice the immersion gets shattered, briefly.Lulekani
And Bioshock is one single game. Clint Hocking doesn't deride the narrative ambitions of video games, he points out how mechanical interaction and didactic storytelling can be at odds; and he is extremely correct. And low and behold you have games like Spec Ops: The Line which are dirrect commentaries about this dissonance, and the relationship between the voice of mechanics and the written story.Ludonarrative Dissonance exists in many, many games; and that boils down to games still being largely young in terms of actually having a coherent, matured language as a form of narrative - which isn't to discount the large quantity of games out there whiche excell in narratively.
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"Lulekani: "like Journey, it doesnt tell a story, it gives you an experience that you yourself can tell a story with."
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Which is still a form of story. Journey tells an extremely deliberate story; however the lens of interactivity presents one that's exclusive to games.Roadside Picnic is different to Stalker as a story as is Do Androids Dream to Blade Runner; there's a gross difference in language, and each has a very different lens in how it can tell a narrative and construct a sense of story.
Games have their own unique lens; which has been discussed and debated to death at an academic level, and naturally a big part of language defined by that dialogue that is the story that stems from interactivity.
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Anyway I could talk about this stuff to death, but games are young, and rich in their potential. Which makes them a damn exiting thing when it comes to how our pre existing understanding of story is challenged.
Well Said ! Now lets step down and let Far Cry 3 have its turn under the lime light. Pretty Please
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