000Ronald said:
So what you're saying is that you've never read Insomnia [http://en.wikipedia.org/wiki/Insomnia_%28novel%29]?
I have read no Stephen King novels.
I like legitimate question time!
000Ronald said:
1) What, precisely, is the relationship between myth and video games? I ask this because you may very well have a very different opinion than I do.
This is an interesting topic, especially when we're talking about older games, which typically didn't attempt to build a mythos but rather attempted to iconize their characters. In building up certain characters or aspects of their world, overtime rumors or patterns appeared that created a mythos behind the icons.
000Ronald said:
2) What should the purpose of creating a mythos for a game be, if there is one?
It has been proven to help in advertising the game. Not only do people remember the iconic images you create, but you build a word-of-mouth campaign in the discussion about your game. How many people first heard about Portal from the talk about the campaign cube or cake fallacy?
It can also help to develop continuity, for fans of the game's world. Fans that spend time discussing the mythos of a game are more likely to keep on building games of that universe. And over time, the sheer decision to continue a mythos can build up a game's story and characters, by suggesting there's more to the story than what you see.
000Ronald said:
3) Are there any kinds of games that don't really require a distinctive mythos? Are there that you feel are always better off for it?
4) What games do you feel were much worse off for building a large world around themselves?
5) What games do you feel were much better off for building a large world around themselves?[/quote]
Games that are heavy on story need to realize that world building and mythos is not a substitute for plot and character development. Any story you tell exists in a relatively small world. Actually trying to expand beyond this world in the story is a mistake, but good story tellers build this expanded world in their head to have a better understanding of things the characters see.
Games with almost no story have the most to gain from building on a mythos. Players will start looking for the story not told. The Team Ico games have almost no details of its world revealed to characters, but there's obviously something more to it and getting hints in just the atmosphere of the game.
Really, the best suggestion I can give is that developers making games should attempt to build a mythos around the games they make. If a game with hardly any story exists in the same universe as a game with an epic story, the two build off one another. A mythos should exist to make it easy to make things larger than life, no burden to what you can do with new games.
I am typically against games work on by completely different groups sharing the same mythos, as it usually goes wrong. If you know a sequel to a game will likely be worked on by a different team, building too much of a mythos might make things harder on those picking up you series. Keep the world as simple as you can, so any team picking it up will not have too much to learn to make it seem like they're in the same world. If the series is good, an unintended mythos might start up on its own.
O maestre said:
so your character is the pretentious one?
I was honest from the start that I am not knowledgeable as I may appear in answering these questions. If that is still pretentious, then so be it. After all, I am offering my character up to be judged.
The Thinker said:
Also, I have request for you from someone else:
The relationship to population and the factors you suggest are still not establish enough to create an equation for. You need to measure the population over time, and compare it to these factors to establish a relationship. This is why governments still take censuses. Also, they should farm to build a more steady population.