A few, of which, are posers. Honestly, I think some people take that stance to seem more sophisticated. Both types have a right to, and need to, exist. I love the Twisted Metal series. I also love the Persona series. One is "high" art, the other is blowing people/things up in crazily designed vehicles. When did this community decide they were too good for mindless fun? I think EC accidentally created a monster.Bobic said:When did we go from "games can be art" to "all games must be art?"
When we became a bunch of pretentious whiny douchebags.
This statement alone can make you sound like some elitist that thinks themselves as superior because they play games that aren't "mindless" and anyone else who don't play games that don't have a good storyline are idiots and mindless sheep. Maybe you yourself don't have this mindset, but other people do.j-e-f-f-e-r-s said:As an aside, I bought Serious Sam and tried to play it. Got bored within the first few levels. Mindlessly shooting hundreds of evil minions is exactly that: mindless.
This is always the argument that really grinds my gears. I understand where you're coming from, but this is not a good example. Risk and monopoly are games designed to be played with friends, and as such, they don't need a story; they're just a framework for friendly get-together. Single-player games on the other hand are just that, games for a single player, and a great deal of games would be relatively boring without a narrative to string together the gunfights and vehicle sections, or whatever other gameplay elements are on offer. Playing poker with friends is fun; playing it alone against AI opponents is not.Owyn_Merrilin said:[strong]It's like complaining that your game of Monopoly or Risk doesn't tell a good story.[/strong]
I agree it doesn't hurt, but there are so many enjoyable books, films and games which don't advance the medium as art as all.GiantRaven said:But attempting to certainly doesn't hurt.
Because sometimes the aspects you enjoy can get in the way of the aspects I enjoy -- this thread was actually created in response to your thread, by the way. I mean, Bioshock is a great game, but if every game were Bioshock, the world would be without Serious Sam and TF2, and that would be a very sad world indeed. A true balls to the walls shooter, in the vein of the arcade shooters of old, really can't be done with the inclusion of a story. The story, in this case, detracts from the real point of the game.Zannah said:How can something good hurt? Why would one abandon some aspects without any reason to so, or possible gain, and why is one not allowed to point out that passing good parts up without reason might strike one as stupid?
This is pretty much the way I feel about it. All games -- or at least every game I know of -- contains the minimum level of artistic merit to avoid being banned under the obscenity laws of the U.S.. But very few games have, or even need, the level of artistic merit required to be called high art. It's like a wise man once said: gaming still hasn't found it's Citizen Kane, but that's probably a good thing, since Citizen Kane would make a terrible game.Sexbad said:It's not that games "aren't art" or "can become art" or "must be art."
Games are art, they are an art form that involves the incorporation of many other art forms, such as film, literature, and music, all wrapped in interactivity. What some people consider "works of art" in games are productions like Amnesia or The Void or Limbo, but really, every game has some creative spark to it (yes, even Call of Duty so don't whine).
If you want every game to be a serious attempt to tell a deep story you're a pretentious, annoying terdfase. I respect the artistic value of a game like Duke Nukem as much as I respect the artistic value of Cryostasis (my favorite game of all time, choc full of atmosphere and brilliant storytelling).
You might have a point, if the Civilization series weren't so much fun, even against AI opponents. That series is nothing but an overgrown version of Risk, and yet the storyless singleplayer is infinitely more popular than the identical multiplayer. Let's face it, video games are games, not movies or books.Ace of Spades said:This is always the argument that really grinds my gears. I understand where you're coming from, but this is not a good example. Risk and monopoly are games designed to be played with friends, and as such, they don't need a story; they're just a framework for friendly get-together. Single-player games on the other hand are just that, games for a single player, and a great deal of games would be relatively boring without a narrative to string together the gunfights and vehicle sections, or whatever other gameplay elements are on offer. Playing poker with friends is fun; playing it alone against AI opponents is not.Owyn_Merrilin said:[strong]It's like complaining that your game of Monopoly or Risk doesn't tell a good story.[/strong]
Storyless singleplayer? That's the reason I enjoy playing Medieval II: Total War, I'm rewriting history as I play. You don't necessarily need cutscenes or dialogue to have a story.Owyn_Merrilin said:You might have a point, if the Civilization series weren't so much fun, even against AI opponents. That series is nothing but an overgrown version of Risk, and yet the storyless singleplayer is infinitely more popular than the identical multiplayer. Let's face it, video games are games, not movies or books.Ace of Spades said:This is always the argument that really grinds my gears. I understand where you're coming from, but this is not a good example. Risk and monopoly are games designed to be played with friends, and as such, they don't need a story; they're just a framework for friendly get-together. Single-player games on the other hand are just that, games for a single player, and a great deal of games would be relatively boring without a narrative to string together the gunfights and vehicle sections, or whatever other gameplay elements are on offer. Playing poker with friends is fun; playing it alone against AI opponents is not.Owyn_Merrilin said:[strong]It's like complaining that your game of Monopoly or Risk doesn't tell a good story.[/strong]
Why can't mindless fun be art?RedEyesBlackGamer said:When did this community decide they were too good for mindless fun?
It may not be explicitly story based but I wouldn't say Civilization is without story.Owyn_Merrilin said:You might have a point, if the Civilization series weren't so much fun, even against AI opponents. That series is nothing but an overgrown version of Risk, and yet the storyless singleplayer is infinitely more popular than the identical multiplayer. Let's face it, video games are games, not movies or books.
See, I don't buy that. You can have gameplay that doesn't get in the way of the story, and a story / framework that doesn't get in the way of the shooty fun. You can have clever moments of comedy without mentioning genitalia, and while telling a good story.Owyn_Merrilin said:Because sometimes the aspects you enjoy can get in the way of the aspects I enjoy -- this thread was actually created in response to your thread, by the way. I mean, Bioshock is a great game, but if every game were Bioshock, the world would be without Serious Sam and TF2, and that would be a very sad world indeed. A true balls to the walls shooter, in the vein of the arcade shooters of old, really can't be done with the inclusion of a story. The story, in this case, detracts from the real point of the game.Zannah said:How can something good hurt? Why would one abandon some aspects without any reason to so, or possible gain, and why is one not allowed to point out that passing good parts up without reason might strike one as stupid?
But that story isn't part of the game, it's all in your head. If everyone did what you're suggesting, no game would be storyless, because we could just make one up as we went along. If I write a Doom fan fiction that perfectly explains every event in the game, it doesn't meant that fan fiction was actually the story of the game. By the same token, Civilization has no story, just a bunch of game mechanics cleverly hidden behind some flavor text.Ace of Spades said:Storyless singleplayer? That's the reason I enjoy playing Medieval II: Total War, I'm rewriting history as I play. You don't necessarily need cutscenes or dialogue to have a story.Owyn_Merrilin said:You might have a point, if the Civilization series weren't so much fun, even against AI opponents. That series is nothing but an overgrown version of Risk, and yet the storyless singleplayer is infinitely more popular than the identical multiplayer. Let's face it, video games are games, not movies or books.Ace of Spades said:This is always the argument that really grinds my gears. I understand where you're coming from, but this is not a good example. Risk and monopoly are games designed to be played with friends, and as such, they don't need a story; they're just a framework for friendly get-together. Single-player games on the other hand are just that, games for a single player, and a great deal of games would be relatively boring without a narrative to string together the gunfights and vehicle sections, or whatever other gameplay elements are on offer. Playing poker with friends is fun; playing it alone against AI opponents is not.Owyn_Merrilin said:[strong]It's like complaining that your game of Monopoly or Risk doesn't tell a good story.[/strong]
And the beautiful thing about that is that it can create different stories within your head each time you play. A game with an explicit story can only play out in a few different ways, and that's in a game which allows that level of story choice, the majority do not.Owyn_Merrilin said:But that story isn't part of the game, it's all in your head. If everyone did what you're suggesting, no game would be storyless, because we could just make one up as we went along. If I write a Doom fan fiction that perfectly explains every event in the game, it doesn't meant that fan fiction was actually the story of the game. By the same token, Civilization has no story, just a bunch of game mechanics cleverly hidden behind some flavor text.
And if everyone did what you're doing, then no game would have a story. Every game is "just a bunch of game mechanics cleverly hidden behind some flavor text". The process of enjoying a game is letting those gameplay elements make an experience, though clearly, you and I differ wildly in our philosophies of enjoying games.Owyn_Merrilin said:But that story isn't part of the game, it's all in your head. If everyone did what you're suggesting, no game would be storyless, because we could just make one up as we went along. If I write a Doom fan fiction that perfectly explains every event in the game, it doesn't meant that fan fiction was actually the story of the game. By the same token, Civilization has no story, just a bunch of game mechanics cleverly hidden behind some flavor text.Ace of Spades said:Storyless singleplayer? That's the reason I enjoy playing Medieval II: Total War, I'm rewriting history as I play. You don't necessarily need cutscenes or dialogue to have a story.Owyn_Merrilin said:You might have a point, if the Civilization series weren't so much fun, even against AI opponents. That series is nothing but an overgrown version of Risk, and yet the storyless singleplayer is infinitely more popular than the identical multiplayer. Let's face it, video games are games, not movies or books.Ace of Spades said:This is always the argument that really grinds my gears. I understand where you're coming from, but this is not a good example. Risk and monopoly are games designed to be played with friends, and as such, they don't need a story; they're just a framework for friendly get-together. Single-player games on the other hand are just that, games for a single player, and a great deal of games would be relatively boring without a narrative to string together the gunfights and vehicle sections, or whatever other gameplay elements are on offer. Playing poker with friends is fun; playing it alone against AI opponents is not.Owyn_Merrilin said:[strong]It's like complaining that your game of Monopoly or Risk doesn't tell a good story.[/strong]
What I'm saying is that with some games, any pause in the action -- and story sequences definitely pause the action, whether they're done in the Half Life way or in the Final Fantasy way -- is detrimental to the game as a whole. I can think of exactly one FPS series that told a story without breaking the flow of the gameplay, and that's the Left 4 Dead series. The game has little explicit story, but if you take the time to look at all the little details in the level design, the story of the zombie apocalypse is there. Thing is, if you want to take the time to take in that story, you'd better do it on your own time, playing with bots, because actually stopping to look at all that stuff A, breaks the flow of the game, and B, will get you and your teammates killed. So even with the best example of an FPS telling a story in an manner that is not intrusive, actually paying attention to that story breaks the flow of the game.Zannah said:See, I don't buy that. You can have gameplay that doesn't get in the way of the story, and a story / framework that doesn't get in the way of the shooty fun. You can have clever moments of comedy without mentioning genitalia, and while telling a good story.Owyn_Merrilin said:Because sometimes the aspects you enjoy can get in the way of the aspects I enjoy -- this thread was actually created in response to your thread, by the way. I mean, Bioshock is a great game, but if every game were Bioshock, the world would be without Serious Sam and TF2, and that would be a very sad world indeed. A true balls to the walls shooter, in the vein of the arcade shooters of old, really can't be done with the inclusion of a story. The story, in this case, detracts from the real point of the game.Zannah said:How can something good hurt? Why would one abandon some aspects without any reason to so, or possible gain, and why is one not allowed to point out that passing good parts up without reason might strike one as stupid?
Saying you can't have both, is merely excusing developers lazyness. That few people are competent enough to pull it off, doesn't mean it's impossible, nor that it's never been done.
Oh Left 4 Dead, is there any discussion you can't enhance?Owyn_Merrilin said:I can think of exactly one FPS series that told a story without breaking the flow of the gameplay, and that's the Left 4 Dead series.