'I hastily disguise myself in the rags of a beggar before sneaking in under cover of darkness. I feign a decrepit limp to give credence to my need for a walking staff, a conveniently inauspicious weapon. The guard wearily regards me as I pass through the gate, barely raising his gaze from my feet. I'm in. Perhaps somewhat too eagerly I press onward, unaware that each step slowly lifts the veil on my ruse. The guard, suddenly aware of his lapse in duty, snaps his gaze twofold to me. Though now some distance from the guard's station my noble posture, and ample figure, is unmistakeable. I was no beggar. Startled by the revelation the guard bolts toward me, an amateur mistake. Seasoned guards know well to raise the alarm before confronting a suspicious stranger in the dead of night. The guard was closing fast upon me, subtle deception was not my forte. It was time to turn this encounter to my advantage, to play to my strength as it were. Whipping about on my feet I twist and spin the staff over my head. The air split before the path of my blow, and the guard was denied the opportunity to learn from his mistake. The clanging of alarm bells rang, as several guards stormed the courtyard. The crashing blow had clearly alerted the whole garrison. In short order I am surrounded by belligerent sleep deprived guards. My mission to rescue the captured King had come to a tragic end. Or so I thought. Luckily I had saved just previous to sneaking by the guard, this time I think I'll bribe him instead.'
Oh right, I was meant to be making a point.
The greatest stories tell of hardship and triumph, glory and failure. It would seem logical for such lofty stories to fit perfectly with the electronic gaming medium. However it is the interactive nature of the experience that leads to its downfall, the 'safety save'. Choices need to have consequences for any real immersion in story telling to occur. 'Safety saving' occurs when prior to making any potential crucial decision in a game, you save, in order to go back in case the decision has unpleasant/unexpected results. How can a story be told in an engaging manner, or indeed engaging stories be created, where the audience accepts nothing but glorious good-times? Do the moments of hardship make the gaming experience, and by extension the story, more enjoyable? Or does it make the gaming experience less enjoyable?
Do you 'safety save'? and do you believe it harms story telling?
Oh right, I was meant to be making a point.
The greatest stories tell of hardship and triumph, glory and failure. It would seem logical for such lofty stories to fit perfectly with the electronic gaming medium. However it is the interactive nature of the experience that leads to its downfall, the 'safety save'. Choices need to have consequences for any real immersion in story telling to occur. 'Safety saving' occurs when prior to making any potential crucial decision in a game, you save, in order to go back in case the decision has unpleasant/unexpected results. How can a story be told in an engaging manner, or indeed engaging stories be created, where the audience accepts nothing but glorious good-times? Do the moments of hardship make the gaming experience, and by extension the story, more enjoyable? Or does it make the gaming experience less enjoyable?
Do you 'safety save'? and do you believe it harms story telling?