I agree with the city. Without giving us backround and the cities personalities( sounds weird i know)Its hard to care without a human face.
Well, if as you say "Narrative mechanics are simply game mechanics that support the narrative rather than purely the gameplay," when the narrative basically boils down to "I shoot the mans with my gun and they fall down," shooting someone with a gun is a narrative mechanic. As is losing control of your character when a shell goes off nearby, any of the interface screw in the fights where you are clinging on to consciousness, dying from a nuclear bomb in-game, the loading screen that tells you context for a mission, the "game over" for shooting civilians, and so on. Hence the problem with broad definitions.BlindTom said:I'm having trouble thinking of any in call of duty.Kahunaburger said:If you consider those to be narrative mechanics, basically every game is nothing but narrative mechanics.BlindTom said:Torment is brimmming with narrative mechanics. Narrative mechanics are simply game mechanics that support the narrative rather than purely the gameplay. The Nameless Ones regeneration is a narrative mechanic, whilst magic missilde doing 1D4+1 damage is not.Kahunaburger said:Missile command is not the example, it's just an example. It's easy to make a point about a simple game in 7-10 minutes. Although I think it kind of highlights an issue with narrative mechanics - do they only work in very simple games? I can't imagine how narrative mechanics might function in Planescape: Torment, for instance.
One of my favourite narrative mechanics in Planescape:Torment is the [intention] tags in dialogue. Even if you do not choose these dialogue options you see that you had the opportunity to play nameless one as a liar or a fanatic. You will puzzle over options like:
1. Lie:Tell me and I will let you go.
2. Truth:Tell me and I will let you go.
3. Oath:Tell me and I will let you go.
and whilst they are almost identical, having tiny mechanical effects such as minor changes to alignment meters. The effect upon the player and their perceptions of themselves and the character they are playing is much more profound.
Since i am a pretentious wench, i'll say it's lack of imagination on the end user side to blame.hotsauceman said:I agree with the city. Without giving us backround and the cities personalities( sounds weird i know)Its hard to care without a human face.
Anything i would draw would look like a fat dino in a dress.Keava said:That's probably the difference between some us. I was growing up among pixels and written word, i didn't have all the fancy CGI doing the work for me. Try it sometime, find a description of a creature or scene you never seen rendered before and try to draw it as you personally see it, then look for artwork and compare it. Good chance they will be vastly different.
Well firstly, after that statement I said:bombadilillo said:OP how do you expect any game to have a meaningful moral choice, Its not real people, its just pixels. Thats an odd argument to use about a video game in general. How can movies represent moral dilemmas, there just actors.
You then make the same moral distinction on a small scale, (save one child by sacrificing another) as missile command did. I fail to see why the more primitive graphics have to do with anything. The game you described isn't moral at all, its just a calculation of who lives and dies.
In short you just said the same thing as extra credits using a different example and for no reason at all think yours is better....
I can understand your point, but I think there is a difference between giving us a basic story, letting us fill in the blanks and just giving us fuck all to work with and I do believe Missile Command is firmly rooted in the latter category.Keava said:Since i am a pretentious wench, i'll say it's lack of imagination on the end user side to blame.hotsauceman said:I agree with the city. Without giving us backround and the cities personalities( sounds weird i know)Its hard to care without a human face.
To use a more acceptable example - books. When i've read Lord of The Rings first time, ages ago, i could easily imagine each and every scene, every scenery, the character faces, voices, the way they would move and act. In my head i created Middle-earth that was probably far form how it was imagined by Tolkien himself, but it worked perfectly for me.
Few years forward and i got my hands on art-book inspired by LotR - i hated it. It was nothing like i'd imagine. Every single carefully drawn detail there just didn't match to what i've imagined. Things even got worse with the movie, which completely ruined my impression of the triology.
These days, as people watch tv/play games much more than they read, we are getting spoon fed the details. We no longer have freedom in choosing how given character or action looks like, we get it presented visually from the start.
For many of you maybe the city in game like Missile command was just few pixels, but if you would just let your imagination immerse you into the situation provided by the game you could easily visualise more realistic city. For every missile hitting it you could just create images in your head how the buildings crumble.
That's probably the difference between some us. I was growing up among pixels and written word, i didn't have all the fancy CGI doing the work for me. Try it sometime, find a description of a creature or scene you never seen rendered before and try to draw it as you personally see it, then look for artwork and compare it. Good chance they will be vastly different.
There is also a difference in what was possible on arcade machine in 1980 could do and what PCs few years later could. Have you actually played the game back then?mrc390 said:I can understand your point, but I think there is a difference between giving us a basic story, letting us fill in the blanks and just giving us fuck all to work with and I do believe Missile Command is firmly rooted in the latter category.
Actually you get points for each city you saved at the end of the round. And their certainly is a way to play the game correctly (the way that's successful.)grumbel said:you don't get "20 paragon points" when you save a city and "20 asshole points" when you don't. The result of your choice is simply the result of your choice with no extra baggage tacked on to tell you how good or bad the choice was.
"By killing too many" you say, implying there is a right amount to kill...meaning its a calculation. Im not saying you personally don't find it easier to sympathize with the kids in that game over the cities. But the point extra credit was making (which you missed) was how simple it was to express a narative through gameplay. So using an example like Missle Command is objectively much better due to the games simplicity rather then the one you suggest. In your game there is a lot of story and narrative going on that the player is observing to tell the story so it is not a good example. (though that game sounds awesome!)mrc390 said:Well firstly, after that statement I said:bombadilillo said:OP how do you expect any game to have a meaningful moral choice, Its not real people, its just pixels. Thats an odd argument to use about a video game in general. How can movies represent moral dilemmas, there just actors.
You then make the same moral distinction on a small scale, (save one child by sacrificing another) as missile command did. I fail to see why the more primitive graphics have to do with anything. The game you described isn't moral at all, its just a calculation of who lives and dies.
In short you just said the same thing as extra credits using a different example and for no reason at all think yours is better....
"Now, not saying you can't feel bad for pixels, many games such as Mass Effect, Silent Hill and System shock 2 have brought me close to tears before but that is because these characters are fleshed out, we learn to care for them through the course of the game and can truly sympathise with there struggles. But in Missile Command, we know nothing of these places"
But to the second point I have to say, the children in Pathologic are not blank slates like the cities in Missile Command. The way they live is very
similar to the kids in Lord of the Flies. They've split up into gangs and are subjected to this endless battle with hunger. I did sympathise with them greatly.
Maybe this is just me, but there is also the fact that, you're killing a child, committing one of the worst crimes imaginable in your desparation. When I started the game I never imagined having to sink that low.
And lastly, no it's not a calculation. Killing some kids won't go over well with the others and many will not interact with you after. So you can lose precious time, more than the medicine was probably worth, by killing to many.
But the right amount is never obvious as it is in Missile Command, the game was never very popular outside of Russia so good luck finding that info online. It's quite the slippery slope, once you commit the deed once, what's the hard in doing it again and again and again.bombadilillo said:"By killing too many" you say, implying there is a right amount to kill...meaning its a calculation. Im not saying you personally don't find it easier to sympathize with the kids in that game over the cities. But the point extra credit was making (which you missed) was how simple it was to express a narative through gameplay. So using an example like Missle Command is objectively much better due to the games simplicity rather then the one you suggest. In your game there is a lot of story and narrative going on that the player is observing to tell the story so it is not a good example. (though that game sounds awesome!)mrc390 said:Well firstly, after that statement I said:bombadilillo said:OP how do you expect any game to have a meaningful moral choice, Its not real people, its just pixels. Thats an odd argument to use about a video game in general. How can movies represent moral dilemmas, there just actors.
You then make the same moral distinction on a small scale, (save one child by sacrificing another) as missile command did. I fail to see why the more primitive graphics have to do with anything. The game you described isn't moral at all, its just a calculation of who lives and dies.
In short you just said the same thing as extra credits using a different example and for no reason at all think yours is better....
"Now, not saying you can't feel bad for pixels, many games such as Mass Effect, Silent Hill and System shock 2 have brought me close to tears before but that is because these characters are fleshed out, we learn to care for them through the course of the game and can truly sympathise with there struggles. But in Missile Command, we know nothing of these places"
But to the second point I have to say, the children in Pathologic are not blank slates like the cities in Missile Command. The way they live is very
similar to the kids in Lord of the Flies. They've split up into gangs and are subjected to this endless battle with hunger. I did sympathise with them greatly.
Maybe this is just me, but there is also the fact that, you're killing a child, committing one of the worst crimes imaginable in your desparation. When I started the game I never imagined having to sink that low.
And lastly, no it's not a calculation. Killing some kids won't go over well with the others and many will not interact with you after. So you can lose precious time, more than the medicine was probably worth, by killing to many.
I know the point was to show how narritive mechanics can be presented even in the most simple of games, I think it would have been better though if they also gave more modern examples, they gave the feeling that narrative mechanics are so rare that they needed to use a 30 year old game as an example when narrative mechanics exist in practically every game( I used the Counter Strike example but there are hundreds of others)Keava said:There is also a difference in what was possible on arcade machine in 1980 could do and what PCs few years later could. Have you actually played the game back then?mrc390 said:I can understand your point, but I think there is a difference between giving us a basic story, letting us fill in the blanks and just giving us fuck all to work with and I do believe Missile Command is firmly rooted in the latter category.
You see the phenomena of MC is that it managed to convey a certain message with minimal resources while modern games having all the CGI capabilities, advanced visuals and audio fail to come close more often than not.
Yes it was score driven game, but it also was heavily rooted in the Cold War's culture and the whole "what if" surrounding possible nuclear scenario. The cities that now may seem "empty" due to lack of real context, back then were supposed to reference actual cities in California.