"Vidyuh gums?" a lot, in fact most of you, might be thinking, "Those don't have stories! Or at least decent ones!"
 Personally, I disagree, but that's just me. The ratio of how many video
 games I play to how many books I read might be involved with this, but 
if the goal of a story is to create emotion, then video games work much,
 much better for me.
However, I have to admit that 
games don't really use their full potential. It seems like you have to 
balance quality of gameplay and quality of story, that both can't be 
good. Heavy Rain is what you get when you focus on story; the gameplay 
is decent and interesting, but it's more of an interactive movie. On the other
 hand...well...most of us have played a Mario game at some point, and we
 all know the extent of the plot. But the gameplay is (usually) 
fantastic enough to compensate.
The "full 
potential" of video game stories is easy to point out, but next to 
impossible to achieve, hence the reason there's only about two games in 
existence that are praised for their stories. (That number might be an 
exaggeration, but you know what I mean.) Imagine the difficulty of 
writing a novel, but add the element of dropping the reader into the 
novel. Congratulations, you've imagined a video game.
Firstly,
 a lot of video games, in my opinion, fail to include the world in the 
story. Sure, you got a fancy wooden sword from an old man in a cave, but
 is there anything else about the old man? The sword? The cave? Are they
 relevant in any way? (I realize I'm talking about an early NES game, 
it's just an example. Chill pill.) Yay, another weapon vendor. I guess
 that's the extent of ambition in everyone ever in all the universes.
Skyrim
 is a good example of this. On your quest to slay Alduin, the dragon prophesied to end the world, you decide to collect a 
few random bounties, kill the occasional dragon which has no bearing on anything but a mountain peak, become a vampire, get married, buy a house, build another 
house, become a thane, sacrifice your housecarl on a demon altar, become
 a male priest in an all-female religion dedicated to matchmaking, and 
stumble upon a talking dog with an out-of-place New Jersey accent that 
you follow into a cave just because you tend to follow talking dogs who tell you their master is a demon god. Alduin is just a boss that you can 
decide to fight at your leisure.
That would be like if Frodo 
decided "I will do it! I will take the Ring to Mordor. When I'm bored of
 doing everyone else's jobs and I happen to be passing by." Which only 
gets worse when Sauron is content with his decision and courteously 
waits until he comes to destroy the Ring to do anything. On the other 
hand, if Alduin did eventually destroy the world, the sense of urgency 
would be so high that you couldn't enjoy the side quests, or anything 
else for that matter. The game would be much more linear, and wouldn't 
be Elder Scrolls anymore. It would be Call of Duty: Skyrim.
This all makes it seem that maybe a good story isn't possible in Skyrim, but 
Majora's Mask seemed to do an apocalypse plot while still allowing 
exploration and an open world, albeit on a smaller scale, just fine. In 
Majora's Mask, if you don't save the world in three game days, the moon 
crashes into it and...you know. But since it's incredibly unlikely to actually do it in three games days, when the moon 
hits Hyrule, or you do this of your own accord, time reverses to day 
one. Time travel in Skyrim might be too out-of-place, but it's still 
possible to include SOME sense of importance to being the world's 
savior, rather than just being a hobby you do on the side.
Linear games seem to do this better, though not much.
 Dishonored uses gameplay elements that both are important to the story 
and reflect the world itself. You can use magic now, yay, big whoop. 
Except magic is banned and the state cult is hunting it down Salem Witch
 Trials style. Occasionally, rat swarms will attack anyone that gets 
near, which is almost a video game cliche. Except these rats are why you
 left the city to plea for aid and returned just in time to be framed 
for murdering the Empress in the first place. Whale bone runes aren't 
just points to score another magic ability that are littered around; 
merely with scrambled notes and the pitiful environment you find them 
in, a whole new aspect of the already-dystopian world is added, you 
start having second thoughts about trusting the weird god man who tells 
you to collect them, and you get a little more depressed each time you 
find them in a room filled with body bags and sad diaries. Then you 
actually feel like you improve the world when you progress the story. 
Exploding barrel cliche? These exploding barrels are just another detail
 for world immersion, as they're filled with the city's very source of 
power.
This all isn't even in regards to the relationship 
between the gameplay and the story - what the story does to the gameplay
 and vice versa. It's something a lot of games can expand upon, and even
 makes room for a theme to be expressed solely with the gameplay.
The
 goal of the silent protagonist is to get revenge on a handful of 
conspirators. You can do this several ways, but how you do it affects 
everything else. Lethally or non-lethally are the two basic methods. 
Lethally is centered more on revenge - but doesn't help the world at 
all. Things only deteriorate further both for you personally and for the
 rest of the city of Dunwall. Avoiding killing concentrates on ironic 
justice instead. Brand the cult zealot a heretic, broadcast a confession
 of the Lord Regent's sins to the city, spare the assassin at gunpoint. 
All of this makes Dunwall that much of a better place.
The theme 
might not be clear in this game, (especially since "Revenge solves 
everything" is plastered on the back, yet revenge only makes things 
worse for you) but it's a concept that a lot of other game writers can learn from. Themes expressed through gameplay is something that almost defines indie games as well.
But
 that's just what I think. Not that video games simply don't have good 
stories, but that most - maybe all of them simply don't use every asset 
to make it something great. If a game can combine its gameplay, 
soundtrack, and art, (okay, graphics, whatever) to complement the story,
 it could become one of the best mediums of storytelling. No longer is 
it about sympathizing with the Man Who Learned Better, you learn better.
Tuesday, 5 August 2014
Sunday, 3 August 2014
A Fairly Common Grammatical Misunderstanding
There is a grammatical misunderstanding
which people use in both colloquial and written English which I find a bit
annoying, partly because I find that I cannot always know what is the person’s
intended meaning behind the statement.
Read the following sentences:
- What if everyone is not at the park?
- What if no one is at the park?
- What if not everyone is at the park?
I call the first sentence a
grammatical misunderstanding, not a grammatical error, because the first
sentence does make sense and follows correct grammar. However, the person’s
intended meaning behind the sentence may not be what his/her listeners
understand.
- “No one is...” means that there is not anyone, not a single person, in the given instance.
- “Not everyone is...” refers to the fact that there is a part of “everyone” which is not in a given instance.
- “Everyone is not…” is simply a different wording of “no one is,” putting emphasis on the fact that the whole – the “everyone” – is not in a given instance. A speaker or writer may intend to communicate that “not everyone” is in a given instance, but because they say that “everyone is not” in the given instance, that gives the indication that “no one” is in the given instance.
Does this make sense?
~ Fintan 
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