Should we really care about lore in games? Does it add anything to the experience? To read with all the pictures and extra crap check out the link otherwise I've posted the entire thing below: let me know what you think, or how stupid I am!
As you peel away at the veneer of a game, you start to reveal what makes the whole thing tick. Remove the pretty graphics, eliminate the physics and the sound effects, and completely strip a game down and you reveal the foundation: gameplay mechanics.
Some would argue that a game can be reduced further, however, to the lore that sustains each virtual world, be it Star Wars, Dungeons & Dragons or even the Mushroom Kingdom. This is why you can make a Mario platformer, a puzzle game and a kart racer, and they're always familiar; the game world is layered atop a cohesive idea.
Do we care, though? Should we care? Is it really important that 'this blade was stolen from Grimvold Quickfingers and possesses a deadly curse, woe be to he who bears it! WOE!' Maybe not.
I want to discuss game lore, what works, what doesn't, and how it helps to enhance an experience.
Gameplay first
The concept that 'a great story will always win out' is **** Maybe that's true in a book or movie where story is vital, but games are interactive. Gameplay is king. Genres that forgot this lesson fall by the wayside.
We fondly remember games like Grim Fandango and Monkey Island because they were humorous. It was about as fun to play Grim Fandango, however, as it was to watch it be played. This is because while they were great stories, they weren't great games. Game types that have persisted, even those that have a strong 'lore component,' are merely game mechanics dressed up with a distinctive setting.
While Diablo 2 stands out because of its gothic horror theme, instead of fighting the minions ofhell, however,it could have beenabout fighting robot unicorns from the planet Unitron and the addictive loot collection gameplay would have functioned equally well (well, maybe not quite as well). Games live and die by their mechanics, no matter how good their narrative is.
You can't force me to be interested
Lots of games have strong gameplay; it's the little details that distinguish a game from its peers, details like compelling lore. Gamers choose what they want to be interested in, however, and that frequently turns out to be something other than the developer anticipated.
When The Fast and the Furious took off, movie executives saw Paul Walker and wanted to make him a star. Soon we saw him in Timeline, Into the Blue and a slew of Fast and Furious sequels. While producers saw blonde and bankable, we saw blonde and boring. You can't tell people what to like just by pushing it enough.
NCSoft makes a huge deal of the lore behind Atreia, the world of AION, but does anybody care? They can cram it down our throats all they want and claim their lore is as sophisticated as that of Azeroth, and it might be, but we don't know Atreia. We haven't been living in it for years of development so we don't see what they see. We see overly complex nonsense.
Likewise, Blizzard never thought High Overlord Saurfang would become a figure of legend in the community. Square Enix never thought Sephiroth would be manna from heaven for cosplayers everywhere. The community decides what's remarkable.
Don't get in the way of my gameplay
If the players choose how much lore they want to be interested in, they should also be able to choose to ignore it entirely. A game should still play well whether you choose to consume only the gameplay or both gameplay and lore; if the mechanics can't stand on their own then the game probably isn't very good.
In Borderlands (and World of Warcraft for that matter) the quests are wholly irrelevant. They are useful because they provide experience, but most players skip to the punch line and ignore the flavor text. A game isn't a book and reading isn't what the player signed up for.
If you allow them to walk and chew gum, however, and overlay that quest in a voice-over or an audio log, then it integrates story with the gameplay. While some Arkham Asylum players are willing to sit and listen to the interview logs with patients, most will appreciate being allowed to continue playing while recordings flesh out the antagonist back stories. Nothing should impede gameplay.
A little bit goes a long way
Consider being introduced to a single new person. It's easy enough to learn just one name, right? Now imagine walking into a room full of people you don't know and having them all introduce themselves. It's very likely you retain none of it. Game lore is the same way, and introducing too much at once is a sure ticket to making players apathetic.
Fully fleshed out universes like that of Warcraft or Starcraft built up their history over time. The only games that can jump straight into the deep end are Star Wars games, or Lord of the Rings games, games where there is a preexisting familiarity with the lore. When Brutal Legend tries to introduce an entire game universe at once, however, the player quickly loses interest and it all starts to sound like nonsense.
Writing everything out behind the scenes to avoid conflicts in your story is good. It's nice that the Halo universe is tied together and after gamers showed such interest in it, it was expanded with a whole slew of books and sequels. You can develop a complete story, however, and only tell a small fraction of it in a game. Doing otherwise is a good way to overwhelm a gamer.
Lore is a game component that I am fond of. I like knowing that I am interacting with a fully realized world and one that is alive beyond my individual adventure. I appreciate picking up an item in Baldur's Gate and reading about its history and the adventures it went on before I got my hands on it. That is narrative that is there if I want it. It isn't forced upon me in an un-skippable cutscene.
Most gamers probably don't want lore, or at the very least don't care. Out of nearly 13.5 million World of Warcraft players, less than 500k play on Roleplaying servers. That's a relatively small proportion of players especially considering the MMO demographic is disproportionately concerned with narrative when compared to gamers as a whole.
I will always love a good story, but developers should focus more on making a fun game, and less on 'constructing a world.' I don't think those necessarily go hand in hand. Besides, if you make a good game, the community will fill in the back story for you with fan fiction; look at how involved the universe of Final Fantasy seems when it's essentially 'Machine fights nature. Repeat.'
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