The death of Story?

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CirrusEpix

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Feb 6, 2009
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Over my years of gaming I've seen several interesting trends. However, one seems to stick out in my mind and I wanted to see if anyone else thought the way I do about this.

When video games were young, there was very little in the way of story. Considering most of the early arcade games like Pac-man and Asteroids, there was no story at all. Instead, those games relied on the mastery of skill. Quick fingers, quick thinking, endurance and in later games with preset stages, memorization of patterns. The shift away from this came with home gaming and battery backup allowing players to leave the game, and return at a later time. Thus, the ability to tell a long story, or adventure came about. While we could argue early text-based PC adventures as the forerunners of stories in games, we can't deny that by the 2nd and 3rd generation of gaming most games contained stories, and thus, ENDINGS.

You see, early games like Pac-man had no set endings. You could play as long as your quarter lasted. But when storylines were introduced into gaming, there needed to be an end to the game. Bowser or Gannon became the ultimate goal, and once the credits rolled, a gamer could officially cross that game off his/her to-do list and move to the next one. I make this as an important fact. For the better part of 20 years (most of my gaming-life) games had goals. Whether it took 1 hour or 40, you played one till the end, then moved on to the next. HOWEVER, this seems to have changed.

With the recent rise in popularity of persistent online game worlds (or MMOs) a new breed of games have appeared with some background story, but NO END! To this point I like to joke to my one friend, "Have you beaten Warcraft yet?" Although I dabble a bit in these games, I understand this fact all to well when I found myself playing them nearly 40 hours a week at one point. In the past, I'd rationalize my playing to my friends and family by saying "I only have 4 more hours, then I've beaten the game and am done with it."

Story has offered a purpose for many to play games. Its the reason I play games. To immerse myself in a world and a story, and invest myself through guided interaction with the story. A good game compels you care about the characters and associate with the end goal. Now I don't mean you must cry with a game, but if you aren't involved, what is the purpose for playing. Closure is not only healthy, but it offers a set goal and a finite timeframe to accomplish it. In this recent age, many gamers suffer from the loss of this ending. When there is no place to stop and set the game aside, when will they?

Now, by no means am I speaking ill against MMOs, but I wonder, for a game that never ends, what is there to gain?
 

Flying-Emu

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For me, really, it's a timesink. Also giving the fact that I have little more than $100 to spend monthly on leisure enjoyments, it's only logical to spend a quick $15 on a game that will give me gobs of gameplay each month rather than $60 for a game that will only (maybe) entertain me for 60 hours at the best.

In essence, for me at least, it's economical. I love story, though, and that's why I get my story from my own creative avenues.

Roleplaying servers, anyone?

That's how I survive. Let's me forge a story for my character while enjoying the actual game. For example, my current orc warrior refuses to do quests for the Forsaken, as he still vividly remembers the evils the Scourge committed against the orcish Horde's first attempts at colonizing Kalimdor.
 

Mookie_Magnus

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Jan 24, 2009
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Nothing, there is nothing to gain. Some people just enjoy the monotonous routine of MMO's along with the so-called 'friendships' they make. As a former player of Runescape, I know what these things can do to people. I mean, an MMO has only so many quests and things to do. Here's a scenario. "Okay, I've done it. I have completed every quest on WoW, I am the highest level possible, and I have almost infinite money...Now what?"
I understand the appeal of these things. But, 'all that glitters is not gold', if I may be so bold as to quote Shakespeare.
I will say this, MMO's are FUN. But, eventually, you become bored with it...as I did. For video games that have story, there's something to keep you with it. Another scenario, "Not now mom! I have to beat this boss in order to find out if (Generic Video Game Character) lives or dies. If he dies, then that means the resistance has no leader and a power struggle will ensue." It sounds more interesting, does it not?
Still, MMO's are the gilded cupcake among games. Sure it looks all shiny on the outside, but once you're done admiring the glittering frosting, you realize, that it tastes like all the other cupcakes, except for that faint metallic taste from the gold frosting.
 

Mookie_Magnus

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Jan 24, 2009
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Flying-Emu said:
For me, really, it's a timesink. Also giving the fact that I have little more than $100 to spend monthly on leisure enjoyments, it's only logical to spend a quick $15 on a game that will give me gobs of gameplay each month rather than $60 for a game that will only (maybe) entertain me for 60 hours at the best.

In essence, for me at least, it's economical. I love story, though, and that's why I get my story from my own creative avenues.

Roleplaying servers, anyone?

That's how I survive. Let's me forge a story for my character while enjoying the actual game. For example, my current orc warrior refuses to do quests for the Forsaken, as he still vividly remembers the evils the Scourge committed against the orcish Horde's first attempts at colonizing Kalimdor.
Hellz yeah, Roleplaying FTW.
 

Inverse Skies

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MMO's create a sense of socialisation and achievement that comes from people joining forces to 'win' at certain parts (ie quests.) It's a very rare person that goes onto an MMO to play by themselves (although it can be done, ie EVE) and for the most part people feel more complete by being part of a social network and having friends to complete missions with.

MMO's are unique in that yes, they can have no strict ending to the story, rather the story continues to write itself, (again, EVE is a very good example of this with the politics surrounding it). Even ones such as WoW which have a 'story' per se can have no strict ending because the sense of social and personal acheivment that goes with such games is a reward unto itself without the need for a story.

It is an interesting point you present though, about how some games have moved away from the need to have a defined 'end' to the story. However, MMO's are unique in this particular sense, and people play them for different reasons other than the story they contain.
 

CirrusEpix

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Feb 6, 2009
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Emu> I agree. It is a great value for the time you'll play. But aren't you just constantly buying the same game over and over again?

I'll have to conceed that MMOs and their quests are thick with goals and goal completion, but I feel that with all those quests, their is no greater goal. No story to complete. Case in point, as many times as you raid Ironforge, it will never become a horde controlled city. Role playing may serve a point, but in the end, the stories created have no effect on the world as a whole.
 

MiracleOfSound

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Jan 3, 2009
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CirrusEpix said:
Now, by no means am I speaking ill against MMOs, but I wonder, for a game that never ends, what is there to gain?
If I could use Oblivion as an example.. it was very rewarding to travel around the world after knowing I had saved it and all those badly acted npcs were eternally grateful to me!

'It's you.. it's really you!!'

I know it has been said a million times but this feeling of accomplishment was sorely missed in another little title by the same developer...
 

n01d34

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Personally I see a future in an MMO with easy to use LittleBigPlanet style quest building tools. That way you can get all the aspiring dungeon masters out there to build content that's more interesting then grind x monsters to receive y.
 

Inverse Skies

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j-e-f-f-e-r-s said:
Nowadays, however, there seems to be another trend which, in my opinion, is ruining what storytelling potential games have. DLC.

The number of games over the years which have been released with shoddy, badly paced stories is mind-numbing. What's even worse is that half of these games don't even ship with a proper ending. No, the way the industry works now is to sell you some of the game, then within a month to try and sell you the ending for the game you already bought. As far as I'm concerned, this is despicable. It shows that publishers and developers think of storytelling as nothing more than another way of making money.

Now, I'm all for releasing a story in separate instalments if needs be. Star Wars, Lord Of The Rings, His Dark Materials... these are all sagas released in stages that worked. That's because each part of the saga still told a story which felt complete in itself, even though it was part of a grander tale. There are even some games that successfully follow the same approach (Half-Life). And who knows, maybe DLC can be used in a far more interesting, immersive way in the future. But that's not happening now. The publishers and developers are simply chopping up their own creations to turn over a few more dollars. That's not the craft of storytelling. How the hell are we going to make the rest of the world take games seriously as 'art', if the very people who make them are reluctant to do the same?
I'd agree with you on this point, a lot of games are making deliberately vague endings which obviously lead themselves onto another game... it's a similar tactic the movie industry sometimes uses. Doesn't make it right, but they do it. And we buy the games.
 

Quiotu

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Personally I have to give a pass when it comes to MMOs. In the end a single group of heroes can't come and save the entire persistant world in game, because then you'd have a world with no problems and several hundred thousand players or more with nothing to do but chat and buy clothes. So there's a reason why nothing ever really changes in the game, because every player has to go through the same storyline at one point.

That's not saying there's MMOs out there that change depending on the actions of players as a whole. They're just very rare. GoonSquad's destruction of Band of Brother in EvE completely changed that game forever, and the developers were smart and brave enough to keep it persistant. Age of Conan tried to make their world persistant by separating the open world gameplay from the actual storyline missions, keeping those to an instanced area at night. It works, but can it really be called an MMO if you can only do the story by yourself?

A developer hasn't really created a persistant game world that works like a WoW or a CoH. I could only see it working in those games if they figured a way of setting the scene of an area depending on what you've already done. Everyone would still be in the same area, but what you see and what you can interact with would change depending on how far along in the story you were. When you team up, then it's the leader's instance that you work in. It's a nice idea but very complicated, and I don't see this happening for a long time.

Then there's City of Heroes, where the developers have an intersting addition coming in Issue 14. They're allowing the players to create their own missions and story arcs for others to play. It's a bit like MMO meets LBP, and I have a few friends online there who I can't wait to play their created arcs. It doesn't make the game more persistant, but it does infinitely increase the story you could play in the game. So even if you defeated Lord Recluse and destroyed the Hamidon, you still have stuff to do.
 

NAL

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Jan 25, 2009
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I don't know about stories disappearing, I've played tons of games with a decent storyline recently. Story modes seem to me to be getting shorter and easier though - I completed GTAIV with a playtime of 13 hours, whereas San Andreas and Vice City were over 30 each.
 

Inverse Skies

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NAL said:
I don't know about stories disappearing, I've played tons of games with a decent storyline recently. Story modes seem to me to be getting shorter and easier though - I completed GTAIV with a playtime of 13 hours, whereas San Andreas and Vice City were over 30 each.
That's probably a side effect of graphics and programming in general being harder as well as the knowledge that a game will still sell well and be rated highly if it has a great multiplayer (ie Halo 3, pretty good if short campaign, great multiplayer)
 

Flying-Emu

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CirrusEpix said:
Emu> I agree. It is a great value for the time you'll play. But aren't you just constantly buying the same game over and over again?

I'll have to conceed that MMOs and their quests are thick with goals and goal completion, but I feel that with all those quests, their is no greater goal. No story to complete. Case in point, as many times as you raid Ironforge, it will never become a horde controlled city. Role playing may serve a point, but in the end, the stories created have no effect on the world as a whole.
No, it won't. But you still have to take into account the fact that other people have to play the game too. Otherwise, each server would eventually become absolutely dominated by either Horde or Alliance.

Gah, getting off-topic.

Blizz is making it better, with capturable forts and the like. No, it's not permanent, but you DO get to hold them until someone else takes them.

I don't feel like I'm buying the same game over and over again. I haven't reached 80 yet, so there's still a lot of content for me to dig through. Yes, it takes place in the same world, but it's almost like buying a sequel, if you catch my meaning. I still get story (through quest text, not much, but it does flesh out some darker portions of the Warcraft milieu), still get quality gameplay (although many would argue that point), and I still have fun. And that's the most important thing!
 

BasicMojo

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This is an interesting point. Games with set stories hold a special place in my heart; I grew up on them. I'm a little too young to be of the Atari generation; I was raised instead on Super Mario Bros. and The Legend of Zelda (NES). Those games had a story, albeit a loose one, and that's just what I became accustomed to as a gamer. I enjoy having a clearly-defined plot to follow along with, and I love seeing where the game takes my characters.

A friend recently got me into Warhammer Online. It's my first MMO, and probably the only one I'll ever play, not because I think nothing else can possibly compare, but because I don't have the time or money. What I like so much about it is that the game focuses almost entirely on PVP. There is nothing more satisfying to me than running around with a huge warband rolling over opposing players and their keeps. I guess that sort of distracts me from the fact that there's no overarching storyline. It's a tremendous amount of fun for me, but it's not the sort of thing that I'll play for an entire weekend without coming up for air; I'll play it for a few hours, then go do something else. I set a goal for myself for that session, then once I've accomplished that I set off for dinner.

Games with stories are the ones that I'll obsess over, or at least games with stories that tell those stories well. I play those games like I'd read a book, trying to get to the next point and seeing what happens next. I probably enjoy those games more, all told, but each genre definitely has a unique set of merits.
 

CirrusEpix

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j-e-f-f-e-r-s > You make an excellent point. What is left of good storytelling is corupted by interupted story arcs. I am all for continuations, but not at the expense of each game standing alone. For example, Kingdom Hearts 2 is almost impossible to play without first knowing the complete storylines of the previous two games AND the hidden movie found only on the Japanese release of the first game!

Quiotu > You also have a great point. Maybe the "Great Hero saves Everything" idea is wrong. FF12 attempted to play to this idea. I guess the key is, are you making ANY impact on the world around you? For their faults, MMOs require you to live with your choices as the game can no be reset to a previous save point. But, is that story?
 

mattttherman3

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SPOILER ALERT

SPOILER ALERT


The death of this, the death of that, story telling will NEVER die, just because a few games have shitty storylines does not mean that someone out there won't like the game for the story. Most people like stories with a happy ending, which is why people don't like Fallout 3's ending, because by being evil you survive but by being good you die.
 

CirrusEpix

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I dont think that was the point. Perhaps death was too big a word, but perhaps "Return to games without Ends?"
 

KDR_11k

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I'm not quite seeing what this has to do with "the death of story", whether the story is a one game thing or a soap opera/Perry Rhodan style eternal series doesn't really change that it's still story.

A good game compels you care about the characters and associate with the end goal. Now I don't mean you must cry with a game, but if you aren't involved, what is the purpose for playing.
For me the purpose is to push my own abilities and overcome a challenge. The ultimate goal could be to reach the credits, to leave your mark on the top of the highscore board, to defeat your fellow man in a competition or maybe just randomly blasting stuff and seeing how long you can remain before keeling over.

Watching (and it is always watching, whether it's a real cutscene or a push-the-button-to-make-the-puppets-dance event like in the Half-Life games) a game's story can make for an occassional change of pace but overall when I want a good story I'll grab a book because those are so much better than the videogame stories I see (in part because they aren't restricted to being a piece of ducktape that moves you from one gameplay-compatible set piece to the next). A story can be somewhat entertaining but it never overcomes the euphoria that comes with winning a hard-fought victory and knowing that you were just a total badass for making it through that. Doesn't even have to be finishing a whole game, just beating a hard level or boss can be enough.

I'd go on a rant about the lowering difficulties in favour of stories and sequels but that'd be even more removed from the topic...