Deepest Story in a Game *No Spoilers*

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JoJo

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Zhukov said:
Care to define "deep" in this context?

Because otherwise you're just going to get people lining up to list their favourite games... y'know, again.
To be fair this isn't quite as bad as the anime recommendation threads, you could describe any possible genre or type on one of those and you'll still get exactly the same titles coming up, usually with less than a sentence to say why they fit the specification. At-least here we're getting relatively story-heavy games come up.
 

tehroc

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oktalist said:
For me, Dreamfall has the best story of any game I've seen. The characters and relationships are great, but it's the voice acting that clinches it.
If only Funcom would finish it. I'm sorry it's half completed nature disqualifies it from being the best story ever. Zoe Castillo is by far the best game protagonist ever created.
 

Turio

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thenamelessloser said:
(well except maybe Dungeon Siege 3 but only played a demo of that
Dungeon Siege III is leagues above NWN2 OC. It has two things going for it for an Obsidian game which are the most logical/best structured Plot and Obsidians first real succeding try at making a grey antagonist (Jeyne Kassynder). That said it certainly loses in Quantity.

From a pure Quality Perspective I'd rate Obsidians Stories in this order.

1. Mask of the Betray
2. KOTOR 2
3. New Vegas
4. Dungeon Siege III
5. Alpha Protcol
6. NWN 2 OC
7. Storm of Zehir

That said rank 3-5 are very variable due to them having their own strength and weaknesses. Also this doesn't contain dialouge writing or sidequests of course.
 

Kahunaburger

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trollpwner said:
Cogwheel said:
Haven't played most of those, and I honestly found Deus Ex's story incredibly silly, almost in a "so bad it's good" kind of way.

That said, I'm with you on Spirit Engine 2, as well as Devil Survivor. Both fantastic stories.
kingcom said:
Baldur's Gate as a series and Planescape Torment come to mind. Deus Ex aswell, not sure how you found it incredibly silly to be honest but whatever.
Kahunaburger said:
Oh yeah, Deus Ex is incredibly silly, no arguments there. I mean, you've got like every conspiracy theory ever being true at the same time. But I just like how it pulls you into its paranoid-schizophrenic conspiracy-filled world (or at least, it did for me) and gets you to enjoy the story even while you're laughing at how absurd and over-the-top it is. Like a good episode of X-Files or something.

Haha and those last two are so underrated as RPGs! People don't know what they're missing :)
I hate to be that guy, but I don't see how Deus Ex's story was silly. Please explain....
Oh, mostly all the conspiracy stuff. So you've got the Illuminati, and the Men in Black are working for them, and they're cloning aliens, and the UN is taking things over, and so on. But IMO it's silly in a good way - like a good episode of X Files. It's fun to play a game set in a world where all conspiracies turn out to be true haha.
 

Kahunaburger

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Zeriu said:
Kahunaburger said:
Cogwheel said:
Planescape: Torment.
Also Witcher 1/2, The Spirit Engine, Devil Survivor, Sands of Time, Homeworld, and Deus Ex. (Off the top of my head - I'm sure there are some excellent ones I'm forgetting.

EDIT: And of course there are plenty of games I liked the story of, but these games I felt went above and beyond in terms of exploring either the story as a whole or some aspect of the story.
I love how I choose to make sensible decisions in the Witcher series and have the game slap me, saying "You cocked up, you stupid oaf" and if I load the game before the decision and choose the other option the game kicked me in the balls saying "well what the fuck did you expect? sunshine and rainbows?". Best "Choose-your-Own-Adventure RPGs", story-wise.
Haha, seriously. For me, the moment that I really started getting into Witcher 1 was when the game was all "hey, you know the main lead in your investigation? He's dead now because of a dumb decision you made a chapter ago. Nice job breaking it, hero."
 

blipblop

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oktalist said:
Saelune said:
Its all overly complicated and stuff
Tentickles said:
The Higurashi games are pretty complicated. Hell the anime is complicated!
Cogwheel said:
does get ridiculously complex and head-explodey.
"Just because an idea is overly convoluted and complex, doesn't make it cool!"


For me, Dreamfall has the best story of any game I've seen. The characters and relationships are great, but it's the voice acting that clinches it.
have to agree whit you.
Dreamfall and dreamfall the longest journey has(in my opinion) the best and complex story seen in any game
 

Mackie Stingray

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thenamelessloser said:
One thing that annoys me about Xenogears is how it seems at points it makes it seem like the game doesn't want to be played with things like the high number of random battles, the tower of babel dungeon, and how slow the text moves with no way to speed it up.
Serious presentation issues. You know the instant that studio ran out of budget.
thenamelessloser said:
]The story I remember being cool and awesome but this was back like over a decade ago, I have no idea how much of it was because of the fact I was much more ignorant than I am now of things. But I think Xenogears did get me interested in reading more than ever combined with reading about it on forums. This got me to read random philosophy and psychology books. Hence. maybe Xenogears cool story made it so years later the game would end up boring because my reading ability progressed to the point where the slow text annoys the heck out of me.
I like that. So you think, perhaps, your reading speed increased because Xenogears brought you into reading on the subjects upon which it touched. That makes sense.
What Xenogears did for me, seeing as I was already reasonably well-versed in psychology, was to introduce me to Gnostic Christianity. Its half-real world lorded over by the cronies of its demiurge, its salvation from outside the divine constructions, its concept of ascension, and certainly its use of the name Sophia...
One thing you have to realize about Xenogears is that it's a lovely and brilliantly done game, but if you miss the religious content you're missing at least two thirds of what it's doing and how it's doing it.
Then again, if you were knocking around the forums, I'll bet you knew this! Anyway, it's just good to see complicated religious concepts handled nicely in science fiction now and then. I love my secular writers, and I have more in common with them, but religion interests me even, or especially, through the mad lens of an inspired writer of my favorite genres of fiction.
 

Axolotl

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It has to be Planescape Torment. It's just so multilayered with all of the complex and unusual characters as well as the ideas it explores. It's one of the main reasons I can no longer play Bioware games because of how shallow and dull their stories seem in comparisson.

Fallout, Far Cry 2 and Bioshock had pretty deep plots as well.
 

repeating integers

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Waffle_Man said:
I love how everyone describes these "deep" stories with one or two lines. Or that people seem to assume referencing other works, throwing a ton of complexities in, or simply having ambiguity makes something automatically "deep."
Well, considering I've yet to receive an answer to my question of "what exactly is depth", perhaps you could help me out here.
 
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I would say that Bioshock's story is quite...um...deep.

(And Stupid Puns mode is off....and Pretentiousness Mode is on. Ok, let's get started.)
Seriously, though. Bioshock is a pretty deep game. It's probably the only game I've played that had implications of the bourgeois/proletariat class struggle in there. Plus, all that "Man/Slave/Whats the difference" stuff was actually a commentary on the nature of the medium, so....That's pretty damn deep.
 

Kair

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Kahunaburger said:
Zeriu said:
Kahunaburger said:
Cogwheel said:
Planescape: Torment.
Also Witcher 1/2, The Spirit Engine, Devil Survivor, Sands of Time, Homeworld, and Deus Ex. (Off the top of my head - I'm sure there are some excellent ones I'm forgetting.

EDIT: And of course there are plenty of games I liked the story of, but these games I felt went above and beyond in terms of exploring either the story as a whole or some aspect of the story.
I love how I choose to make sensible decisions in the Witcher series and have the game slap me, saying "You cocked up, you stupid oaf" and if I load the game before the decision and choose the other option the game kicked me in the balls saying "well what the fuck did you expect? sunshine and rainbows?". Best "Choose-your-Own-Adventure RPGs", story-wise.
Haha, seriously. For me, the moment that I really started getting into Witcher 1 was when the game was all "hey, you know the main lead in your investigation? He's dead now because of a dumb decision you made a chapter ago. Nice job breaking it, hero."
"Hello Geralt, nice moral decision you made there... Would be a shame if everything just cocked up because of it, wouldn't it?"

The Witcher games are unforgiving, and that is why we love them.
 

sheogoraththemad

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I am one of the people who are really interested in the whole Assassins VS Tempelars back story in assassins creed and how that fight shaped the history.
and another perfect example is The Elder Scrolls series, just look at all the books and the huge amount of lore.
 

kyogen

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Nier
The Witcher 1 and 2

There are many games with characters I love, and these three games have great characters, but I play them first and foremost for the story.
 

Kahunaburger

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Frozen Donkey Wheel2 said:
I would say that Bioshock's story is quite...um...deep.

(And Stupid Puns mode is off....and Pretentiousness Mode is on. Ok, let's get started.)
Seriously, though. Bioshock is a pretty deep game. It's probably the only game I've played that had implications of the bourgeois/proletariat class struggle in there. Plus, all that "Man/Slave/Whats the difference" stuff was actually a commentary on the nature of the medium, so....That's pretty damn deep.
And it actually has a surprisingly cogent critique of Objectivism, especially as it relates to the amount of force justified by self-defense and what is grounds for use of that force.
 

Waffle_Man

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OhJohnNo said:
Waffle_Man said:
I love how everyone describes these "deep" stories with one or two lines. Or that people seem to assume referencing other works, throwing a ton of complexities in, or simply having ambiguity makes something automatically "deep."
Well, considering I've yet to receive an answer to my question of "what exactly is depth", perhaps you could help me out here.
The trouble here is that, semantics being what they are, my exact definition isn't going to be the same as everyone else's. However, I can somewhat confidently say what depth isn't.

Depth is not how convoluted a work is. I could make a painting with a hundred different colors, but it would only matter if people could see the difference between those colors. A painting that consists of several slightly different shades of blue with identical vibrancy is unlikely to evoke anything but confused looks.

Depth is not a synonym for ambiguity. Ambiguity is a tool that allows the audience's imagination to fill in a gap. However, the interpretation is entirely of the audiences making. A white piece of paper can have the most complicated interpretation in the world if the right person sets out to do so. Every work ever "can be interpreted." Just because a work "can be interpreted" doesn't make it deep. A deep work must be able to actively foster challenges to ideas, rather than being a canvas for every thought the audience can come up with.

Depth is not created solely by referencing another work, at least not in and of itself. A reference is capable of giving short hand for an idea that it wants to contrast another idea with. If a work simply draws parallels with out making a distinction, it is simply reiterating an old idea, which is not depth. In short, simply pointing out things is not depth.

I can't say an actual definition, as depth is a qualitative characteristic. Indeed, some works may be found deep by some but not deep by others. In any case, a work is not deep because of the above reasons. The only semblance of a definition I would give to depth is Challenge to given or expected premises. That is, depth is created when an idea is contrasted with another idea at a conceptual level while maintaining some sort of internal consistency. It is the deconstruction and examination of an idea.

This definition isn't perfect, as it still leaves open a lot of room for abuse. One problem is when symbolism is thrown around. It fits under the category of "depth is not referencing another work," or in this case, idea. Sure, we can say that just because this one character is likened to Jesus and this character likened to hitler that the work is "deep," but this in no way in and of itself challenges any audience preconceptions or asks any hard questions. This could create depth in a story where a character is made out to be a hero, only have the work start drawing parallels to Stalin, but not if it's just used to say "the hero is good and the villain is evil."

With the death of the author and all, I'm sure someone should come up with a reason for any work being deep, but that's perfectly fine so long as people take the time to actually explain the depth without the intellectual laziness that infests a great deal of discussion.
 

books of war 13

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easily final fantasy crisis core let me just say I've never cried so much over a game really the ending was so sad. it's also a good final fantasy game since it doesn't have turned based combat!!!!!!
 

SeeIn2D

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Resistance: Fall of Man. The first one and only the first one. The second one had decent gameplay but the story continuation was half assed. But the first resistance had an amazing story line. The whole alien invasion thing was a bit clichéd but that can be excused for the way the story was executed throughout the entire game.
 

repeating integers

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Waffle_Man said:
OhJohnNo said:
Waffle_Man said:
I love how everyone describes these "deep" stories with one or two lines. Or that people seem to assume referencing other works, throwing a ton of complexities in, or simply having ambiguity makes something automatically "deep."
Well, considering I've yet to receive an answer to my question of "what exactly is depth", perhaps you could help me out here.
The trouble here is that, semantics being what they are, my exact definition isn't going to be the same as everyone else's. However, I can somewhat confidently say what depth isn't.

Depth is not how convoluted a work is. I could make a painting with a hundred different colors, but it would only matter if people could see the difference between those colors. Id est, a painting that consists of several slightly different shades of blue with identical vibrancy is unlikely to evoke anything but confused looks.

Depth is not a synonym for ambiguity. Ambiguity is a tool that allows the audience's imagination to fill in a gap. However, the interpretation is entirely of the audiences making. A white piece of paper can have the most complicated interpretation in the world if the right person sets out to do so. Every work ever "can be interpreted." Just because a work "can be interpreted" doesn't make it deep. A deep work must be able to actively foster challenges to ideas, rather than being a canvas for every thought the audience can come up with.

Depth is not created solely by referencing another work, at least not in and of itself. A reference is capable of giving short hand for an idea that it wants to contrast another idea with. If a work simply draws parallels with out making a distinction, it is simply reiterating an old idea, which is not depth. In short, simply pointing out things is not depth.

I can't say an actual definition, as depth is a qualitative characteristic. Indeed, some works may be found deep by some but not deep by others. In any case, a work is not deep because of the above reasons. The only semblance of a definition I would give to depth is Challenge to given or expected premises. That is, depth is created when an idea is contrasted with another idea in terms of concept while maintaining some sort of internal consistency.

This definition isn't perfect, as it still leaves open a lot of room for abuse. One problem is when symbolism is thrown around. It fits under the category of "depth is not referencing another work," or in this case, idea. Sure, we can say that just because this one character is likened to Jesus and this character likened to hitler that the work is "deep," but this in no way in and of itself challenges any audience preconceptions or asks any hard questions. This could create depth in a story where a character is made out to be a hero, only have the work start drawing parallels to Stalin, but not if it's just used to say "the hero is good and the villain is evil."

With the death of the author and all, I'm sure someone should come up with a reason for any work being deep, but that's perfectly fine so long as people take the time to actually explain the depth without the intellectual laziness that infests a great deal of discussion.
Hmmm... alright. A Song of Ice and Fire, (a book series, currently being adapted to TV as Game of Thrones) frequently subverts common narrative expectations (such as "the protagonist will live through to the end, unless possibly he dies heroically in the final few chapters"), which could fit the "challenge to given or expected preferences" definition. The fantasy world it's set in is grounded in history, making lots of parallels to certain historical events (like the Norman invasion of Saxon Britain in the background). The major characters are mostly quite complex. Would you say it's a "deep" series, story-wise?