Procedural Story plots ( Where they suceed and fail)

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gargantual

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Jul 15, 2013
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Reason I post this is, I've started writing a script, and I couldn't help but notice this

although procedural and checkpoint stories and adventures. You know the whole... "fulfill task C to fulfill task B and accomplish goal A" story tropes are only one type of narrative, and not really the pinnacle of human storytelling but...

This task oriented fiction is part of so many stories we consume. Good ones and bad ones. Detective stories and spy mission fiction, Video game objectives (of course) etc. (I know I'm stating the obvious but bear with me here)

At its worse (Battlefield 3 campaign and B-genre fiction) I see these checkpoint stories can feel like coldly ticking off boxes, or filler events that leave you without real connection or investment in whats going on or any sense of the stakes. Especially when the viewer or player would rather cut to the chase or be doing something else.

But for all the bland examples of procedural stories in games books and movies. Can you guys think of the best ones you've seen, read or played?
 

Spoonius

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Jul 18, 2009
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I know this may sound nostalgic, but I've always upheld Halo:CE as a brilliantly paced game. Not only was there a fundamental overarching storyline that was always being alluded to, and never felt arbitrary, but the blow-by-blow mission objectives each resonated with the main characters and fit into the narrative perfectly.
 

gintsume

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Sep 14, 2010
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To me, plots and storytelling in games can be a rather hard one to approach, as you have to recall that games are interactive. I do have to agree that "fulfill task C to fulfill task B and accomplish goal A" is only one type, but it is also the easiest one to use in a game narrative.

In bad examples, they are just used to pad out the story and game. In good examples they can help to either push the story, or the world the game is in.

I like to think that games like Silent Hill 2 and Project Zero 2 do this really well. Each of them have in effect create a side story about the world that takes place before the game begins, and to me helped to immerse in the experience even more. While you can use Spec Ops: The Line as a good example to show the change in the main character and his colleagues reaction towards him.

Enough rambling from me for a night =)
 

Thaluikhain

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Jan 16, 2010
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I had thought procedural stories referred only to police procedure.

Anyhoo...the set-up you are talking about is popular because it's simple and effective, gives you nice straightforwards linear storytelling.

Except you have to consult the walkthrough to find out you need to tie the stick to the teddy bear with the extension cord, and dip it in the salt.