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Archive for May, 2010

Linear Narratives In Video Games

Posted on May 15, 2010 11:45:24 PM

There's a persistent debate in the space of games on the viability of a linear narrative games as appropriate vehicles history. Difficult to assert the relevance of video games that guide players down a predetermined route with little opportunity for choice and authorship, when games like Mass Effect and Alpha Protocol provide the narrative experiences that are created by the player. Indeed, the only selling point games as a tool is its interactivity and the expansion has increased opportunities for meaningful choice on the part of the player can only be good, right?

Do not be so sure. Beauty is a really good story that it stimulates different people differently, and this is true for all media, not just video games - it's not impossible to immerse yourself in a fictional world, even if you have no control over it. Just because video games can allow branching narrative is due to the actions of the player does not necessarily mean that they should. At least not all the time.

Uncharted 2: Among Thieves (2008) is an excellent example of how a linear narrative can actually benefit the game and play it, he recently opened his eyes, as powerful and gripping a well thought out, focused the plot may be, even if you're being dragged over it turns into as a passenger, not the driver.

U2 is a master of how to craft a game that works (and can work only) as a linear experience. It nails every item that drives the experience, and does it in style and flair that elevates him above almost all his rivals. With this game, like jumping point, let's look at some of these items as they appear in different cases and why they succeed so completely.

For starters, the most fundamental aspect of good stories is the power to keep us emotionally invested. When the game is devoid of the characteristics and structure based on the player's choice and preferences, it remains the only tools that we see in other media such as cinema or literature. It should satisfy our needs in the conflict, drama, and develop only assets that confronts us. When we lack the benefit of authorship, we demand that the real content in what we give.