Could also just as easily be a bunch of kids screwing around in the museum from the first animation too fucking around with the computers and holo-models.Elijin said:I always thought the Overwatch gameplay was an elaborate training sim to get everyone back to scratch since the opening cutscene recalls inactive agents. Which sort of implies they're not necessarily all in tip top combat shape. So....combat training in simulated battles against the greatest soldiers they know....each other.
How sloppily did you read my post? Because I was pretty explicit about what I was saying. Let me try again:Redryhno said:So basically you're complaining that people in-game don't roleplay?
Sure, maybe they are just marketing. But if they are "only" marketing, that also makes them fucking deceiving marketing. Imagine if someone watches the Bastion short, gets all hyped to explore the ways that Bastion can be non-aggressive in game (the whole short is about Bastion trying to change its' ways, after all), buys the game and then realizes that nope, the only way you can play is as Bastion-as-Murderbot.Redryhno said:And how can you be so sure that the animation/writing team would've changed up their stories if they'd known about gameplay? Blizz is alot of things, but uncommunicative with their in-house projects and personnel isn't one of them. I'm honestly just going to go with them just being marketing. Not to mention the damn game's a bunch of unused assets and lore, I'm pretty sure they know exactly what they're doing.
How sloppily did you read mine? You're complaining about a game not fitting the lore, which I've yet to see a game where gameplay doesn't clash with narrative at some point in some glaring way as you go through it. Why is it such a terrible thing here? The game itself isn't dependent on narrative to go through, the characters are true to their ideals through quotes and mannerisms, why is it such a travesty here?Gethsemani said:How sloppily did you read my post? Because I was pretty explicit about what I was saying. Let me try again:Redryhno said:So basically you're complaining that people in-game don't roleplay?
The problem is that Blizzard made a game with a certain kind of gameplay, but designed characters with personalities that don't mesh with the gameplay. As the player you can't play the game "wrong", short of cheating in multiplayer games, since the way you play will always be dictated by the games design.
Let's take the classical Uncharted example as a parallel here: In all cutscenes Nate is shown as a casual, good hearted, everyday guy who's in it for the treasure. But the "good hearted adventurer"-archtype gets strained to the breaking point when the protagonist casually murders dozens of people and the game never even acknowledges just how much of a killing machine Drake is. The player is not at fault for shooting animated dudes, it is what the game demands you do to win, but the way it is never addressed has cased numerous people to be taken out of their suspension of disbelief.
Overwatch has the same problem for those people that are interested in the lore. If you play it and don't have a problem with it, that's great! More power to you for enjoying the game on your own terms. It does not mean that the people who see this as a problem doesn't have a valid point however.
The shorts never claimed to be indicative of actual game content either, if I remember right they're all pretty explicitly labelled as character pieces and world-building at the absolute most. And every short pretty explicitly states it's taking place before the game, with varying degrees of time between the two points. So guess what? Maybe Bastion stopped being a recluse, since the short is before he meets Zenyatta obviously when he came to terms with what the purpose of his creation was. Maybe the "inconsistency" is that people haven't been paying attention to the lore before watching them?The problem is that the shorts are both not indicative of the actual game content (the same could be said about the "Meet the Team"-movies, but they all took care to show the character in actual action) and clashes wildly in mood and theme from the game they are supposed to market. For someone who's been all about the "ethics" in gaming journalism, I find it really odd that you'd chose to defend obviously deceiving marketing now.
The short explanation to this is "Because people complain when devs try to make a story-heavy game."erttheking said:I'd want to see a character like Bastion in a game where his goal isn't to camp and farm kills. Gaming is unique in that it can tell a story through it's mechanics. I'd like to see more of that, and not a contrast between gameplay and story.
Or maybe that Blizzard is just really, really bad at telling stories, and that they are less interested in building a cohesive narrative for their game than they are in building a meme-generating waifu/husbando simulator.erttheking said:Moments like this are sad because it tells me that, for all of its evolution, gaming is still stunted in a lot of ways.
And, again, the movie world is filled with an overabundance of 'popcorn' entertainment, most of which feature copious amounts of mindless action and bad writing. Would you say film suffers from the same 'systemic problem' as video games? Or that neither can tell compelling stories with that action and violence?Sure there are genres that don't do it, visual novels, puzzle games, simulation games, but huge swathes of gaming create interesting and vast worlds and don't give you very few ways to interact with it outside of killing things.
So then maybe venture away from Overwatch and find games that do those things. I mean, there are at least several hundred thousand games out there. Surely a few will meet your criteria.I'd want to see a character like Bastion in a game where his goal isn't to camp and farm kills. Gaming is unique in that it can tell a story through it's mechanics. I'd like to see more of that, and not a contrast between gameplay and story.
Eh, I'd argue that most story-heavy games these days just don't realize they're using gaming as a medium and so turn it into a DVD when they were just starting to be recognized as a legitimate/affordable/replacement media device and started putting in games and interactive menus on them if you needed to kill some time before watching the movie for whatever reason.Saetha said:The short explanation to this is "Because people complain when devs try to make a story-heavy game."erttheking said:I'd want to see a character like Bastion in a game where his goal isn't to camp and farm kills. Gaming is unique in that it can tell a story through it's mechanics. I'd like to see more of that, and not a contrast between gameplay and story.
See, none of those games have what I'd call good stories. Well, I can't really speak to Starcraft or WOW, but Elder Scrolls, in my opinion, always had a damn awful story. The only good writing to be found in ES is in the lore and worldbuilding - but that's not precisely the same as story. I don't think I've seen a game that still has a good story to be found in the game itself, but none-the-less lets you ignore it entirely and lets you mess around as you please. Mostly because, to make a good story, you have to invest resources into it. The "Put it all in items descriptions and background dialogue" routes of games like Dark Souls does not lend itself to telling a complex, powerful story very well.Redryhno said:Saetha said:The short explanation to this is "Because people complain when devs try to make a story-heavy game."erttheking said:I'd want to see a character like Bastion in a game where his goal isn't to camp and farm kills. Gaming is unique in that it can tell a story through it's mechanics. I'd like to see more of that, and not a contrast between gameplay and story.
There's so many ways you can make a story-heavy game without turning it into something like LiS or a TellTale game that gives you "choices" that all lead to the exact same place at the exact same pace.
Now you're saying that a story has to be good to qualify as story-heavy? Bit of bias there dude.Saetha said:See, none of those games have what I'd call good stories. Well, I can't really speak to Starcraft or WOW, but Elder Scrolls, in my opinion, always had a damn awful story. The only good writing to be found in ES is in the lore and worldbuilding - but that's not precisely the same as story. I don't think I've seen a game that still has a good story to be found in the game itself, but none-the-less lets you ignore it entirely and lets you mess around as you please. Mostly because, to make a good story, you have to invest resources into it. The "Put it all in items descriptions and background dialogue" routes of games like Dark Souls does not lend itself to telling a complex, powerful story very well.Redryhno said:Saetha said:The short explanation to this is "Because people complain when devs try to make a story-heavy game."erttheking said:I'd want to see a character like Bastion in a game where his goal isn't to camp and farm kills. Gaming is unique in that it can tell a story through it's mechanics. I'd like to see more of that, and not a contrast between gameplay and story.
There's so many ways you can make a story-heavy game without turning it into something like LiS or a TellTale game that gives you "choices" that all lead to the exact same place at the exact same pace.
I also disagree that walking simulators are just DVDs that forgot they're games. There's a subtle difference between simply watching someone do something and, in some simulated way, doing it yourself. Yes, walking simulators might not offer much choice or interactivity, but at the same time I feel like a movie about a guy killing people will offer a different experience from a walking simulator where you're the guy killing people - even if killing is done by hitting a single button and you're not given a choice to do otherwise. A walking simulator still requires audience activity - not to the same degree that, say, Doom does, but still more than a simply watching a movie, which is an entirely passive activity. As such, it conveys a subtly different experience, and that shouldn't be knocked simply because it's not as interactive as your typical game.
And yes, there are different ways you can make a story-heavy game without copying Telltale or LiS. I never said otherwise, nor do I think that's the be-all end-all of story-heavy games.
Well, yes, generally the aim of having a story is for it to be a good story. If a game has a story just to have a story, or worse, just to excuse getting from point A to point B, well, that just what's wrong with story-telling in games : It's regarded as an afterthought, something that has no meaning or quality in and of itself.Redryhno said:Now you're saying that a story has to be good to qualify as story-heavy? Bit of bias there dude.
A movie IS a purely passive event. Engagement =/= interactivity. Horror movies may ask the audience to guess at who the monster is, but it does not require that they do. It does not actually even require an audience at all - you can get up and leave the room and the movie will continue to play, unaffected. Walking simulators, at least, need someone to play them. And that small degree of interactivity can make for a different experience.Redryhno said:And your next paragraph is stupidly subjective as well. ES, the main story, sure, never been all that good, but the lore is what makes the game and lets you be able to role-play, which is the defining point of the games. You say that a movie is a purely passive event, but I have to ask what you watch if you seriously believe that. Mysteries and horror both often engage with the audience and makes the audience wonder and guess what's coming next and half the fun of them is getting it right. Dark Souls follows that formula, the story is there, but it's up to you to piece it together with the item descriptions, how is that bad storytelling? It gives you the information, you just have to go looking for it.
Speaking of subjective? You can't tell me that I cannot dismiss something when it's just my opinion only to turn around and dismiss something based only on your opinion.Redryhno said:When was the last time a walking sim did something other than preach or exposition you to death with twists that don't work with the "real-life" settings they often take place in?
And I'm not knocking them for not being as interactive, I'm knocking them for calling a low level of interactivity ground breaking when they're a graphical upgrade to DOS-age type'n'puzzles except with a tedious amount of hand-holding and railroading. I'm knocking them for adding in unnecessary mechanics when they could just as easily just be light novels. I'm knocking them for constantly overpricing themselves and puffing their chests out and screaming "ART!" as explanation.