Is it Story or Storytelling that truly make a tale worth experiencing?

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pigeon_of_doom

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Feb 9, 2008
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Altorin said:
If you're interested, MovieBob's take on the Monomyth and how it relates to gaming is talked about here:

http://screwattack.com/blogs/DestinRLs-blog/The-Game-OverThinker-Continuum

It's where I get most of my information here (although I have done some personal research on the subject)
I haven't seen that Game OverThinker video, I'll definitely check it out. Thanks.
 

Mr. GameBrain

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Aug 10, 2009
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Its all in the way you tell it baby!

What I mean by that, espeically in the case of videogames, its how you shape that story into peoples minds.

A lot of excellent videogames barely contain any words at all, yet through effective use visual (or in some cases audio) cues, detailed artwork (/artistic style), and sometimes even the gameplay itself, the story can be understood and enjoyed just as clearly as any game reliant on text.
 

Eclectic Dreck

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Sep 3, 2008
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It is interesting that this distinction is being made. If we consider the story to be only the core themes, plot elements and so forth, and storytelling to be the. Devices and mechanisms used to relate said story, then I would say that generly storytelling is more important. There are any number of examples of a plain , inherently uninteresting narrative being dragged to success with excellent storytelling. Indeed one could reasonably argue that that the story itself is always less important tuan how it is told. Take for example the movie Forrest Gump - a story lacking in plausability driven by a character with the mental capacity of a young child. It is a grand story told with simplicity and innocence, and this is really all that stands between a legendary film and an uninteresting anecdote regarding the amazing luck of a handycapped man.
 

Doitpow

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Mar 18, 2009
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Altorin said:
pigeon_of_doom said:
Altorin said:
If the story is unsatisfactory, it wasn't told correctly.
I'm still sure that some scenarios can't be adequately told, but anyway, that's well off-topic.

Altorin said:
The Monomyth applies to almost all storytelling, because that's all heroic myths were, stories, told by people.
I think that's overestimating the monomyth's scope, although after considering it, I'll admit that the monomyth does apply to more than just the ancient heroic myths. But I'm certain it is too reliant on one style of mythic storytelling. It still has some huge limitations regarding its relevance to modern society. The monomyth is still heavily geared towards males, for instance, and the supernatural focus has been mostly lost nowadays. There are still parts that match Campbell's theory, whether obvious elements or requiring interpretation, but he had quite a lot of broad classification for narrative elements so that's hardly surprising.

The modern developments of the theory could well have eliminated those issues though. It's still a very popular theory in screen-writing apparently, but it's meant to have contributed to the prevalence of rigid three act narratives.

I really need to read that damn book. I always end having conversations about it and have to get by on what I remember from a lecture, its wikipedia page and a section in a Star Wars documentary.

EDIT: Just had a look at Christopher Vogler's take on mythic structure and his simpler account of the stages actually look pretty convincing, when accepted in a broad sense. Dammit, I don't like changing my mind.

http://en.wikipedia.org/wiki/The_Writer%27s_Journey:_Mythic_Structure_For_Writers for anyone interested. Quite a popular screenwriting book, apparently.
If you're interested, MovieBob's take on the Monomyth and how it relates to gaming is talked about here:

http://screwattack.com/blogs/DestinRLs-blog/The-Game-OverThinker-Continuum

It's where I get most of my information here (although I have done some personal research on the subject)
If you are really interested on the subject, you my want to read The Golden Bough by James Frazier, same subject applied to Religion and Kings, its a a bit of a shelf breaker mind. Or the Myth and Meaning by Claude Levi-Strass. Both are a lot more developed and amazing reads. (My second year thesis was based around the Myth and Meaning)
 

The DSM

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Apr 18, 2009
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Story can add and take away from games.

If it wasnt for its story, Bioshock would suck.

But on the flipside, if its too complex it gets too confusing to follow.
 

Crescent Sun

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Aug 9, 2009
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Demented Teddy said:
A brilliant story is nothing unless it is told good, a horrible story can't be saved no matter how good it is told.

(After reading as far as mentioning Mass Effect 2, I didn't want spoilers)
I have no knowlege in literature so I can't form an educated opinion.
However even if every story is a remake of the basic ones, they are still new to us, different setttings, characters, problems, conflict and so on.
So it's still new.
I completely agree
 

FoAmY99

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Dec 8, 2009
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I think how you tell the story is the key. As stated above, Mass Effect 2 is the poster boy for this mindset. Pretty basic story, but told in such a manner you find yourself completely in love with it. I'm sure there have been plenty of games out that had great story lines, that never got off the ground because it was told poorly the first time around. I think a good example would be Black. Had potential for a damn good story, but half assed it in the telling so they could up the gun porn gimmick (Which I can forgive because the guns were so badass in that game. even if it did take 4 shots to the head with an M249 to kill some one)
 

WorkerMurphey

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Jan 24, 2010
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Stories may fit patterns or formulas, they may be familiar. But the same is true with sandwiches, every turkey club might have the same basic components but the quality of the ingredients, the preparation, presentation and other factors make some turkey clubs stand apart.
 

Doitpow

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Mar 18, 2009
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I think people often confuse plot and premise.

Consider Mario and Braid.

They have the same premise. character tries to rescue princess from monster.
Their plots are astonishingly different. As is their execution. of course braid is intentionally crafted this way as a critique of game structure, but you get the gist.