What do you want in a story?

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Mistilteinn

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Jul 14, 2012
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I've noticed my taste in stories changing as I've gotten older. Those 40-hour RPG epics that used to keep me glued to the screen now seem to drag on and on, while a game like Dark Souls, devoid of any discernible story, can keep my attention for months with its deep lore. And I think the reason is because it makes myself--the player--a part of the world. Not a hero, not a VIP, not even anyone worthy of a passing glance. In the game, you're just the next Undead schmuck to break out of the Asylum: that's it! The developers didn't put you in their story, they put you in a story that you're free to make your own. Do you want to do what everyone in the game tells you and Link the Fire, becoming a hero? or do you want to stop halfway through because you're fine with being a Darkwraith and killing other players for profit? All of the item descriptions, NPC dialogue, level design, etc. merely serves as a backdrop for the story that you are telling. And it's something I find really refreshing in this day and age where so many games just hand you a story on a platter.

So I'm curious as to what you all like in a story, or what kinds of stories you like, and why. Do you like to play out the epic put in front of you, or would you rather craft your own? What makes you root for the down-on-her luck underdog, or sweat behind cover with your squad as bullets rain down on you from above?
 

Ando85

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Well in the case of JRPGs one thing that I find is very important is to have a silent protagonist (or at least a not very talkative one). Breath of Fire's Ryu hardly says anything. Alex from Lunar doesn't have much of anything to say either.

The reason behind this is to make the player play the role of this character. If the protagonist is a very verbose character with a distinct personality it detaches you from the role playing.

When it comes to the actual story I don't really mind the cliches as much as most people might. I've finished 100s of games whose main objective is "villain is trying to take over the world and you must stop him" stories. Sure it is cliche, but if executed well it can work time and time again.
 

Fractral

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Feb 28, 2012
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I suck at making my own stories, so I like to have one set out for me to play through- though this doesn't have to be through the JRPG model of having an established protagonist character, and only one route to go. Out of the games I've played, the one which I liked the story most in was Final Fantasy 9, for several reasons. Firstly, it had likeable characters, including, importantly, my favourite ever protagonist, zidane, who was just amazingly likeable. Secondly, it had a real sense of importance in the story, as you see the first antagonist commit genocide and then raze entire cities to the ground, and then the second pretty much destoy the rest of the world. Finally, the world and the characters were amazingly endearing and likeable. The start of the game sets you in an almost pantomime world, with the evil queen and the inept knight, and the scruffy thieves stealing the beautiful princess- I fell in love with it immediately.
So yeah, another Final Fantasy 9 would make me very happy.
 

Ctmnt08

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May 24, 2012
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All I ask of a story is to have characters I care about.

I didn't care when Shepard died at the end of ME3, but I got choked up at the death of Mordin Solus and when I thought Garrus had died

I think that pretty much any genre of game can make gamers care about the characters, but given the amount of time we get to spend with RPG characters, I feel they have an advantage over the 11 hour FPS games or the world-view RTS games.

Bonus points for any game that can work in humor without making us have to put up with "zany" Jar-Jar Binks-style characters. While the 2 recent Fallout titles didn't have any characters I was emotionally invested in, they worked in enough humor to provide considerable enjoyment.
 

Skylare

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Well i do like to have love stories in a rpgs ex. like Tidus and Yuna! I also want a story that makes me CARE about the characters
 

PedroSteckecilo

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Interesting question... and something I don't think about that especially considering that I'm an intense Story Buff. Granted I'm not nearly as picky as the behated Escapist Spokesman, I like linear 80 Hour Epics like Suikoden 5 as much as I like concise little games like Portal.

For me a "Good Story" is primarily a combination of Pacing, Character and excellent "moments" within the story are what really hook me. As long as those three elements are nailed everything else can be whatever, though a good atmosphere and sharp design can definitely help pull me along but I can't say I've ever disliked a game that has had the top three elements right.
 

ScrabbitRabbit

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Believable and likeable characters and a plot that focuses on them. I much prefer more personal and intimate stories than huge epics... that being said they aren't necessarily mutually exclusive. A work can contain a huge save-the-world plot while still containing strong characters and great character arcs.

I also like stories to make me think; I really enjoy it when there's some burning question or theme for me to mull over long after I've finished playing/watching/reading. As far as games go, Gemini Rue did this brilliantly. It's presentation was a little amateurish at points but it raises some interesting questions that stick with you.

Of course, unexpected (but well foreshadowed) twists are always a bonus. Coupled with this, I love a plot that keeps you guessing. You KNOW that not all is as it seems, but you haven't quite unravelled the web yet...


Narrowing things down to games, I usually prefer a protagonist that works more like an extension of me in the game world. Games with silent protagonists or that give me choices (they needn't even be all that important, just the illusion of choice can work) for example. That's not to say I'm automatically opposed to having the PC be an actual character; Silent Hill 2 probably wouldn't have worked as well if James were silent or if the game contained dialogue trees.


EDIT:
PedroSteckecilo said:
For me a "Good Story" is primarily a combination of Pacing, Character and excellent "moments" within the story are what really hook me.
I know what you mean about the "moments". It's hard to put into words, but no great story is complete without them, I think.

To the OP: I do actually enjoy crafting my own story with what the game gives me, as well. I think many gamers enjoy this which is why games such as Day Z, Minecraft and Civilisation have gotten so popular. I remember playing Sonic 2 as a child and making up my own plot as I went. I'd pretend I thought Tails was killed at the start of Wing Fortress Zone and I was out for revenge and whenever I played fighting games I'd be coming up with some weak DBZ-style plot as I went along trying to explain why everyone was beating each other up. I think it's one of gaming's greatest strengths that they can allow you to craft your own story.
 

PedroSteckecilo

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ScrabbitRabbit said:
To the OP: I do actually enjoy crafting my own story with what the game gives me, as well. I think many gamers enjoy this which is why games such as Day Z, Minecraft and Civilisation have gotten so popular. I remember playing Sonic 2 as a child and making up my own plot as I went. I'd pretend I thought Tails was killed at the start of Wing Fortress Zone and I was out for revenge and whenever I played fighting games I'd be coming up with some weak DBZ-style plot as I went along trying to explain why everyone was beating each other up. I think it's one of gaming's greatest strengths that they can allow you to craft your own story.
Sadly this isn't something that appeals to me much, but I think that's partially because I'm an Avid Pen and Paper/Tabletop Gamer and a hobby writer. To me when I want to "Create My Own Story" I feel like have better options available, and the "filling in the blanks approach" provided by games like Minecraft and Dark Souls just doesn't cut it compared to pen and paper gaming. Hence I tend to get a little angry when game devs talk about this element of gaming, having players "make up" their own story. I want to PLAY a story in a videogame, I don't want to have to come up with one myself. I mean I will play games that "imply" a narrative of sorts like Civilization or Shogun 2: Total War, but I greatly prefer it when a story is well presented to me like Portal 2 or The Mass Effect Series.
 

ScrabbitRabbit

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PedroSteckecilo said:
I can understand that point of view. I, myself, much prefer having a good story presented to me but I think emergent stories can be great, too. There's just something about having a Fleshpund smash through a barn door and slaughter half your squad in Killing Floor that's so much more tense and thrilling than if it were predestined in a much more story-heavy game.

I certainly know what you mean about it not comparing to Tabletop/Pen and Paper games, though. I've only had the pleasure a few times in my life but nothing compares. I need better friends :p
 

dimensional

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What do I want in a story hmmm difficult to say I just want something that will engage me I suppose I understand thats a pretty wide answer but thats all I want really, nothing else really matters.
 

Mistilteinn

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ScrabbitRabbit said:
To the OP: I do actually enjoy crafting my own story with what the game gives me, as well. I think many gamers enjoy this which is why games such as Day Z, Minecraft and Civilisation have gotten so popular. I remember playing Sonic 2 as a child and making up my own plot as I went. I'd pretend I thought Tails was killed at the start of Wing Fortress Zone and I was out for revenge and whenever I played fighting games I'd be coming up with some weak DBZ-style plot as I went along trying to explain why everyone was beating each other up. I think it's one of gaming's greatest strengths that they can allow you to craft your own story.
That definitely is one of gaming's biggest appeals, and I never really thought of that as a reason as to why those games have become so popular, but it does make sense. I guess I never thought to mention it, but what seems to win me over best in games is a fully-realized world. I recently finished FFXII, and I must say that out of all the the Final Fantasies to come out, it had the world that felt the most "alive". And that really sold it for me as one of my favorites.

At the same time, I can definitely agree with you, Pedro, about a well-crafted and well-presented story--they're really hard to top. And even the example of Portal gives you that same fully-realized world I just mentioned. Yeah, it's a small world, but it really does immerse the player in it. And that works together with the writing, pacing, characters, and 'moments' to make it such a great game.
 

Mr. GameBrain

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In the case of FFVI and IX, they are prime examples of a story done right.

You see the mistake most developers make is that they focus on controversy and spectacle.
Both of these only have short-term effect, that provides dimishing returns, unless really excellently handled.

Stories if anything, need to be slowed down. A focus on depth is important. And no, I'm not talking about walls of text, but just more small scenes of character development, and a chance for the player to take it all in, and map it out.

Using Disc 1 of FFIX as an example, by the end of that disc, not much has happened, plot-wise, but the foundations of what is to come is very solidly set.

We know the motives, the personality quirks, and some of the backstory to the main characters, and we have had a good time to explore and absorb the world around them, the lore, the politics, the dangers, the geography, the races, the monsters.

At the end of the first disc, those 10-12 hours, I was hooked. I wanted to keep playing, to see more. I can't say the same with FFXIII. I spent about the same amount of time playing, and I just didn't want to play it anymore.
The story is confusing. The characters are mostly loathsome (Lighting is a *****, Snow is a douche, Hope is an idiot, and Vanille, OH GOD DID I WANT TO SKEWER HER VITALS ON A RUSTY PIKE!! >:X), and though the game had some nice visuals, you never had the chance to explore it, or even know why thats there, why it exists. A real lack of context.

EDIT: Bring Lost Odyssey into the analysis, and you see those good elements from IX being transferred into that game, and enhanced.
I've never known a game that made me cry till I played Lost Odyssey.
I must have cried about 3 times on the first disc alone.
(I need to get back and finish it...)

Final Fantasy XIII had much more time in development, but ends up being the clearly inferior RPG. In every way. Because the people that worked on that game, just don't understand what a good story is.

Its not what you tell, its HOW you tell it. The delivery.
 

Mistilteinn

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Mr. GameBrain said:
I can agree with you on all of those points, especially with regards to stories needing to be slowed down. And it's something I've always thought that more games really need to have--the small moments between characters. As well as simply better written characters. People can say all they want about how much development Vanille has as a character, or how well-done her character is (both of which I disagree with), but all I can think of is her annoying "Ooooo"s and "Aaaaah"s and overall grating voice. Sazh was pretty much the only really well-done character in the game, and they relegated him to comic relief 90% of the time.