>all this talk about narrative design in video games
>play talos principle >have to stop playing to read infodumps
>play prey or mankind divided >have to do preschool level puzzles in order to access email logs
>play bioshock infinite or dishonored >have plot force fed to you like a retard you are via slogans painted on walls
>play sunless sea >gameplay makes desert bus seem well designed, going from one wall of text to another
>play tyranny >literally written by "that guy" from /tg/ threads, fuckhuge lore drop every step of the way. did t'narhgl really kill d'assunzio or was it kcharr'ngath instead?
where is the gameplay? and no, (((we))) cannot have both.
Jacob Green
>do you think the air is real? >put your hand down you stupid nigger and let's get this photoshoot over with
Aaron Ortiz
>What is storytelling at its most vidya Classic I have the attention span of a regular adult, I can read a couple paragraphs. Fuck you children are stupid.
Cameron Scott
If I wanted to read a good story I would pick up a book. Vidya is for playing.
Nathaniel Wilson
'lore' in games needs to die story is fine
Nicholas Ward
Play Dark Souls you fucking casul.
Caleb Powell
Why is that boy wearing a pink wig?
Logan Cruz
>white guy projecting this hard Hahaha, getting cucked by black bois really made you guys start making up inner monologues.
Lincoln Baker
t. yrone
Carson Torres
Lore is the best part
Christopher Jackson
Video games are a hybrid medium, they can be for many things. Nothing wrong with adding a bit of context to what's happening.
Eli Reed
maybe if you're a drooling retard who tripfags on Sup Forums for an embarrassingly long period of time
Daniel Brown
There are many ways of adding context without bringing the gameplay to a complete halt and dumping text on the player.
Nathaniel Fisher
>hybrid medium
that's like saying lumberjacks are comic book creators because they are involved in process of making cellulose
James Allen
why do you keep playing narratively focused games and then bitch about them being narratively focused?
Carson Parker
What about being a whiney bitch boy who complains about the same person for embarrassingly long periods of time? Does that person like lore too?
Gavin Sanders
Yes you can have both, sorry your brain can't handle multiple things thrown at you
Austin Sanchez
You managed to make the worst analogy I've ever seen on Sup Forums and it's not even a food analogy
Dominic Nguyen
t. narrative architect
Isaiah Stewart
Fuck of Jaden. Everybody knows you like to get your ass filled.
Logan Collins
Is that dude wearing a pink wig for that bit or did he really grow out his hair and dye it? That'd be dedication.
Alexander Adams
Wow you sure showed him.
Carter Baker
It's taken Avellone 20 years to realize that prose is a thing and less is more. But only after he got those 10 books, Torment, out of his system and every writer in the industry started aping his style.
Oliver Gutierrez
Lore is fine when it is good. As awful as destiny one was and as much as there was no excuse for not putting the grimoire in game, there was some good stuff in there. Dredgen Yor, the /u/ scientists caught in a vex simulation, all the stuff about the sword logic etc. But with the stuff like OP refernced in somecases there should have been less, like tyranny or deus ex, and in others I think there could have been more like if Dishonored and bioshoc wasnt as heavy handed and autistic about there forcing the whole "racism and America is bad mkay?" kind of shit. Like it should be there if you want it. But shouldnt feel like you missed something by not reading a novels worth of fanfic *cough pillars of eternity cough*
Xavier Lewis
Leave Cara alone or i am going to fuck you up, faggot.
Xavier Martin
Great thread. Recent RPG Codex review of Tyranny shared some nice tidbits about this:
-"The main problem with the setting is that Pillars of Eternity is so concerned with delivering its heavy lore that most characters do not act like characters but rather deliver their lines much like walking Wikipedia articles. After playing Pillars of Eternity for a while, you start to dread clicking the 'Talk' icon hovering over random NPCs, because all too often, initiating dialogue is functionally identical to clicking hyperlinks on everyone's favorite, digital encyclopedia."
-"consider how Planescape: Torment had a much more confusing, lore-heavy world, yet most of what we know of Sigil, we are told through its characters acting, behaving and being themselves." "now that Dak'kon doubts himself not because he tells us "Oh by the way, protagonist, I currently have a crisis of faith" but because we slowly come to that realization ourselves by talking to him"
-"Pillars of Eternity also champions the new wave of RPG dialogue writing that uses desaturated, descriptive text in between a character's sentences to describe the scene, the mood or the appearance of the character." "the fact that the developers have chosen to desaturate the colors of this descriptive text show that somewhere, deep down, they realise its extraneousness. " PS:T "did not color the text differently, because when it was used, it was just as important as the dialogue. "
-" Pillars of Eternity's story bases itself entirely on a twist-and-reveal gimmick." "Until that point, however, everything is nonsensical and veiled, to the point where you, as a player, lose interest. One of the main causes is the complete lack of reason we are given to care about the main villain, Thaos. In fact, up until the very end, we literally know nothing about him. "