Why do people care so much about storylines?

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gamefreakbsp

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Because without a storyline, games have no substance. How can you play an RPG like Mass Effect or Fallout 3 without a good storyline?
 

boholikeu

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Velocity Eleven said:
boholikeu said:
Velocity Eleven said:
I don't get why the story would be a motivational point, especially why it would be moreso that the statistical rewards
Lemme put it this way: To other people statistical rewards are nothing. A maxxed out character in Final Fantasy means nothing more to them than a colossal waste of time. Yes, it was a challenge to do so, but for what? To make a number on a screen increase, or gain an imaginary weapon? To these people those rewards are ephemeral, and provides them no more sense of accomplishment than, say, building a house of cards.

Now, completing a game with a story is a totally different matter. The player got involved in the drama much as they would've with a book or movie, and what's more they actually had an affect on the outcome as well.

Edit: This is also why story-based games are often less challenging. The player doesn't care about "winning" so much as feeling like they are a part of the story experience.
a maxed out character would annoy me, because it ceases the task/reward cycle
Fair enough, but my point was the task/reward cycle means nothing to these people because the "reward" is nothing more than virtual stats. Story is the reward to these people because it is entertaining.
 

JuryNelson

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sheogoraththemad said:
I believe games are the new storytellers, because there can be so much more depths in games instead of books.
I don't mean to feed the bears here, but there's almost no way that's true.
 

JuryNelson

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Storylines give context and heft to the gameplay.

Assassin's Creed one, for example, had a pretty good story, I guess, but it all seemed to happen when you weren't looking. Or rather, when you weren't playing. You kill a guy, he talks and talks, you wake up, you read an e-mail. It's all interesting, but it's just happening somewhere else. That's fine, I'm here for killing dudes, so let's go do that.

Assassin's Creed Two, though, had a storyline that made everything you were doing make perfect sense and it all linked up really well so that when you did something, it felt like there was a reason for it.

Contrast that, then with the God Of War III demo that I played having not played God of War II in a few years. It was huge and epic and amazing and everything, but without context, I didn't know what I was supposed to do or why. There is a sequence where you smash Square over and over to rip off Helios' head, only I didn't know it was Helios, and I didn't know why I wanted to rip his head off. There's a harpy over there, couldn't I just kill that? At least I know that harpies want to kill me.

You were asking about RPGs. I am (perhaps not so) uniquely able to forgive a LOT of narrative missteps, because I will simply rewrite it. If you give me a cool thing to do and a cool thing to look at, you can have characters who, immediately before the climactic final battle say shit like "Let's Mosey." (seriously.)

What captured my imagination about FFVII was not the story, it was the setting. The backdrop against which I did basically whatever I thought I was supposed to. Without that setting, it's just a "get stronger" game, and if that were the case, I wouldn't own so many RPGs because I'd only need one.

Complaining about storylines happens because it is a thing that people can complain about, and complaining lets Internetters show how smart they are much more easily than praise. Also, if someone gives you a cake with a piece of broken glass in it, you probably won't compliment them on the frosting. It STICKS OUT.

Anyway, RPGs have never existed WITHOUT storyline. It's a Role.
 

JuryNelson

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boholikeu said:
Velocity Eleven said:
boholikeu said:
Velocity Eleven said:
I don't get why the story would be a motivational point, especially why it would be moreso that the statistical rewards
Lemme put it this way: To other people statistical rewards are nothing. A maxxed out character in Final Fantasy means nothing more to them than a colossal waste of time. Yes, it was a challenge to do so, but for what? To make a number on a screen increase, or gain an imaginary weapon? To these people those rewards are ephemeral, and provides them no more sense of accomplishment than, say, building a house of cards.

Now, completing a game with a story is a totally different matter. The player got involved in the drama much as they would've with a book or movie, and what's more they actually had an affect on the outcome as well.

Edit: This is also why story-based games are often less challenging. The player doesn't care about "winning" so much as feeling like they are a part of the story experience.
a maxed out character would annoy me, because it ceases the task/reward cycle
Fair enough, but my point was the task/reward cycle means nothing to these people because the "reward" is nothing more than virtual stats. Story is the reward to these people because it is entertaining.
Story is what keeps you going when there is no reward forthcoming. Or a bridge between sets of rewards.

There's a reason you don't stay in the first dungeon the whole game.
 

Velocity Eleven

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boholikeu said:
Velocity Eleven said:
boholikeu said:
Velocity Eleven said:
I don't get why the story would be a motivational point, especially why it would be moreso that the statistical rewards
Lemme put it this way: To other people statistical rewards are nothing. A maxxed out character in Final Fantasy means nothing more to them than a colossal waste of time. Yes, it was a challenge to do so, but for what? To make a number on a screen increase, or gain an imaginary weapon? To these people those rewards are ephemeral, and provides them no more sense of accomplishment than, say, building a house of cards.

Now, completing a game with a story is a totally different matter. The player got involved in the drama much as they would've with a book or movie, and what's more they actually had an affect on the outcome as well.

Edit: This is also why story-based games are often less challenging. The player doesn't care about "winning" so much as feeling like they are a part of the story experience.
a maxed out character would annoy me, because it ceases the task/reward cycle
Fair enough, but my point was the task/reward cycle means nothing to these people because the "reward" is nothing more than virtual stats. Story is the reward to these people because it is entertaining.
I prefer the virtual stats
 

Josdeb

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Velocity Eleven said:
Josdeb said:
Velocity Eleven said:
a maxed out character would annoy me, because it ceases the task/reward cycle
But isn't that the purpose of your constant gameplaying? I thought you would consider that to be your main goal and maxing your game would be considered achieving your goal in the same way others consider understanding 100% of the story their goal?

Anyway, wouldn't maxing be a good thing? That way you can move onto the next game with good gameplay to etc, etc?
No really, I like to know that I can keep going, where perfection is always a possibility but never a probability, that way I have more options as to what games i play.

say for example I have FF6 and FF7, I play FF6 and max out everything... all of a sudden my gameplay option has been limited to just FF7
Assuming the rate of games being produced in the time you were playing was 0.
 

Velocity Eleven

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Josdeb said:
Velocity Eleven said:
Josdeb said:
Velocity Eleven said:
a maxed out character would annoy me, because it ceases the task/reward cycle
But isn't that the purpose of your constant gameplaying? I thought you would consider that to be your main goal and maxing your game would be considered achieving your goal in the same way others consider understanding 100% of the story their goal?

Anyway, wouldn't maxing be a good thing? That way you can move onto the next game with good gameplay to etc, etc?
No really, I like to know that I can keep going, where perfection is always a possibility but never a probability, that way I have more options as to what games i play.

say for example I have FF6 and FF7, I play FF6 and max out everything... all of a sudden my gameplay option has been limited to just FF7
Assuming the rate of games being produced in the time you were playing was 0.
even so, my options are still limited... if I max out FF6 then I have little or no reason to play it anymore, so that limits the number of games by 1
 

Velocity Eleven

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boholikeu said:
Velocity Eleven said:
I prefer the virtual stats
And other people don't. You asked why people like story. Well, there's your answer.
I know they don't, I just don't understand why... I don't know how you would go about quantifying a value that isnt represented in numberical terms. At leats not to the same accuracy

I know numbers cannot be calculated exactly 1:1 but at leats there's some maths there to work with

do you know what I mean?
 

Josdeb

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Velocity Eleven said:
Josdeb said:
Velocity Eleven said:
Josdeb said:
Velocity Eleven said:
a maxed out character would annoy me, because it ceases the task/reward cycle
But isn't that the purpose of your constant gameplaying? I thought you would consider that to be your main goal and maxing your game would be considered achieving your goal in the same way others consider understanding 100% of the story their goal?

Anyway, wouldn't maxing be a good thing? That way you can move onto the next game with good gameplay to etc, etc?
No really, I like to know that I can keep going, where perfection is always a possibility but never a probability, that way I have more options as to what games i play.

say for example I have FF6 and FF7, I play FF6 and max out everything... all of a sudden my gameplay option has been limited to just FF7
Assuming the rate of games being produced in the time you were playing was 0.
even so, my options are still limited... if I max out FF6 then I have little or no reason to play it anymore, so that limits the number of games by 1
Even though 4 or 5 games would have been released with just as good gameplay in the tiime it took?

And besides, isn't maxing a game always an eventuality?
I mean, you could have games A, B and C. You've been playing A the most and you've reached level 80 out of 100. If you stop there so you don't max out you're still limiting yourself to just B and C.
Then what happens once you almost max on B? Then C?

You had better pray D, E and F have been released by now
 

Velocity Eleven

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Josdeb said:
Velocity Eleven said:
Josdeb said:
Velocity Eleven said:
Josdeb said:
Velocity Eleven said:
a maxed out character would annoy me, because it ceases the task/reward cycle
But isn't that the purpose of your constant gameplaying? I thought you would consider that to be your main goal and maxing your game would be considered achieving your goal in the same way others consider understanding 100% of the story their goal?

Anyway, wouldn't maxing be a good thing? That way you can move onto the next game with good gameplay to etc, etc?
No really, I like to know that I can keep going, where perfection is always a possibility but never a probability, that way I have more options as to what games i play.

say for example I have FF6 and FF7, I play FF6 and max out everything... all of a sudden my gameplay option has been limited to just FF7
Assuming the rate of games being produced in the time you were playing was 0.
even so, my options are still limited... if I max out FF6 then I have little or no reason to play it anymore, so that limits the number of games by 1
Even though 4 or 5 games would have been released with just as good gameplay in the tiime it took?

And besides, isn't maxing a game always an eventuality?
I mean, you could have games A, B and C. You've been playing A the most and you've reached level 80 out of 100. If you stop there so you don't max out you're still limiting yourself to just B and C.
Then what happens once you almost max on B? Then C?

You had better pray D, E and F have been released by now
I don't think maxing should be an eventuality, I would love it if a game took say, 100,000 hours to max out... thats not to say that I would be anywhere near willing to play that long... nor am i saying that the content should be evenly spread. Say it took 300 hours to reach level 100 but 100,000 to reach level 999, or whatever, that way the decrease of growth efficiency provides a limitless game with a wide range of gamestates that exist within a large range of possible states for a large quantity of time... that would be ideal for me
 

boholikeu

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Velocity Eleven said:
boholikeu said:
Velocity Eleven said:
I prefer the virtual stats
And other people don't. You asked why people like story. Well, there's your answer.
I know they don't, I just don't understand why... I don't know how you would go about quantifying a value that isnt represented in numberical terms. At leats not to the same accuracy
Again, I already stated it. Numerical values aren't a reward to them. Entertainment is. Stories are entertaining. Numerical values increasing are not.

Really, if you still don't get why some people prefer stories you are either trolling or completely incapable of understanding people with different values than your own.
 

StriderShinryu

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Jandau said:
Velocity Eleven said:
However, good gameplay can be enhanced by a good story by providing more depth and deeper immersion, as well as an overall richer experience.
This pretty much sums up my thoughts.

Videogames are a complete entertainment medium. They encompass both gameplay, visuals, story/setting/etc. When one of these aspects is done well it makes the entire experience richer. There certainly are videogames that survive (and thrive) based on gameplay alone, just as there are games that survive based on story alone even if the gameplay is lacking in certain areas. There are even games that some could say are recommendable purely based on their visual presentation.

To me, it's definitely the complete package that has the appeal.
 

Sephychu

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You don't watch films simply because it's visual input. I'd say Storyline is just as important as anything else.
Which is why games that can be awesome without storyline are even better.
 

Velocity Eleven

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boholikeu said:
Velocity Eleven said:
boholikeu said:
Velocity Eleven said:
I prefer the virtual stats
And other people don't. You asked why people like story. Well, there's your answer.
I know they don't, I just don't understand why... I don't know how you would go about quantifying a value that isnt represented in numberical terms. At leats not to the same accuracy
Again, I already stated it. Numerical values aren't a reward to them. Entertainment is. Stories are entertaining. Numerical values increasing are not.

Really, if you still don't get why some people prefer stories you are either trolling or completely incapable of understanding people with different values than your own.
its not just the numbers getting bigger though, its their purposes and how they mix with the game. Stories do not provide such values and so I just don't really understand the methods people use to calculate their value as much. Please explain this methodology, this is what i don't understand

Sephychu said:
You don't watch films simply because it's visual input. I'd say Storyline is just as important as anything else.
Which is why games that can be awesome without storyline are even better.
I'm not gonna repeat myself
 

Clirck

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I just read through a couple of your answers, quotes and whatnot. For me you seem like a guy who has no intrest in stories because you don't need it to immerse you. You also repeated that you don't get why the story motivates more than the statistical points, because (sorry but I'm probably wrong) you are a numb sack of meat to who nothing else but statistics and being the best and you like things that give you the opportunity easiest.

I personally don't like online fps games because it's lack of goal, I have to kill other team just to win. I may not like fps but at least I understand that other people like you can have other view of the world. And since all the talk seems to whirl around FF, I apologize but I haven't played any FF games.
 

Josdeb

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Velocity Eleven said:
Josdeb said:
Velocity Eleven said:
Josdeb said:
Velocity Eleven said:
Josdeb said:
Velocity Eleven said:
a maxed out character would annoy me, because it ceases the task/reward cycle
But isn't that the purpose of your constant gameplaying? I thought you would consider that to be your main goal and maxing your game would be considered achieving your goal in the same way others consider understanding 100% of the story their goal?

Anyway, wouldn't maxing be a good thing? That way you can move onto the next game with good gameplay to etc, etc?
No really, I like to know that I can keep going, where perfection is always a possibility but never a probability, that way I have more options as to what games i play.

say for example I have FF6 and FF7, I play FF6 and max out everything... all of a sudden my gameplay option has been limited to just FF7
Assuming the rate of games being produced in the time you were playing was 0.
even so, my options are still limited... if I max out FF6 then I have little or no reason to play it anymore, so that limits the number of games by 1
Even though 4 or 5 games would have been released with just as good gameplay in the tiime it took?

And besides, isn't maxing a game always an eventuality?
I mean, you could have games A, B and C. You've been playing A the most and you've reached level 80 out of 100. If you stop there so you don't max out you're still limiting yourself to just B and C.
Then what happens once you almost max on B? Then C?

You had better pray D, E and F have been released by now
I don't think maxing should be an eventuality, I would love it if a game took say, 100,000 hours to max out... thats not to say that I would be anywhere near willing to play that long... nor am i saying that the content should be evenly spread. Say it took 300 hours to reach level 100 but 100,000 to reach level 999, or whatever, that way the decrease of growth efficiency provides a limitless game with a wide range of gamestates that exist within a large range of possible states for a large quantity of time... that would be ideal for me
While it would be ideal, there are two outcomes of this:
1) I can't think of any games that allow infinite levelling. Kudos to you if you can find one and play it. Maybe you should just stick to it then?

2) While the growth efficiency WOULD grow smaller, instead of watching your exp go from 463/500 to level up, you will have something like 36222837372828991/40000000000000000.
Would it still interest you to play this game if you would earn, at most, 500xp from a battle/fight/encounter/etc?
 

Nazulu

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Acidwell said:
You will find that nobody wants to spend hours talking about gameplay, but story? I have known people who talk for hours and hours discussing a good story.
That's not the slightest bit true. You will find millions of forums for specific games discussing strategy's and what not.

Also all these movie to game comparisons don't really fit together well. You'll probably sound more accurate saying if the movie didn't have a good story.
 

Velocity Eleven

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Clirck said:
you are a numb sack of meat to who nothing else but statistics and being the best and you like things that give you the opportunity easiest.
that makes sense, but you really shouldn't be insulting, it's not civil

Josdeb said:
Velocity Eleven said:
Josdeb said:
Velocity Eleven said:
Josdeb said:
Velocity Eleven said:
Josdeb said:
Velocity Eleven said:
a maxed out character would annoy me, because it ceases the task/reward cycle
But isn't that the purpose of your constant gameplaying? I thought you would consider that to be your main goal and maxing your game would be considered achieving your goal in the same way others consider understanding 100% of the story their goal?

Anyway, wouldn't maxing be a good thing? That way you can move onto the next game with good gameplay to etc, etc?
No really, I like to know that I can keep going, where perfection is always a possibility but never a probability, that way I have more options as to what games i play.

say for example I have FF6 and FF7, I play FF6 and max out everything... all of a sudden my gameplay option has been limited to just FF7
Assuming the rate of games being produced in the time you were playing was 0.
even so, my options are still limited... if I max out FF6 then I have little or no reason to play it anymore, so that limits the number of games by 1
Even though 4 or 5 games would have been released with just as good gameplay in the tiime it took?

And besides, isn't maxing a game always an eventuality?
I mean, you could have games A, B and C. You've been playing A the most and you've reached level 80 out of 100. If you stop there so you don't max out you're still limiting yourself to just B and C.
Then what happens once you almost max on B? Then C?

You had better pray D, E and F have been released by now
I don't think maxing should be an eventuality, I would love it if a game took say, 100,000 hours to max out... thats not to say that I would be anywhere near willing to play that long... nor am i saying that the content should be evenly spread. Say it took 300 hours to reach level 100 but 100,000 to reach level 999, or whatever, that way the decrease of growth efficiency provides a limitless game with a wide range of gamestates that exist within a large range of possible states for a large quantity of time... that would be ideal for me
While it would be ideal, there are two outcomes of this:
1) I can't think of any games that allow infinite levelling. Kudos to you if you can find one and play it. Maybe you should just stick to it then?

2) While the growth efficiency WOULD grow smaller, instead of watching your exp go from 463/500 to level up, you will have something like 36222837372828991/40000000000000000.
Would it still interest you to play this game if you would earn, at most, 500xp from a battle/fight/encounter/etc?
it would be more interesting than being at the limit, but not much more in an additional sense