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BioWare's Gaider: story is important, but not that important photo

A few weeks ago, Obsidian lead creative designer Chris Avellone told us that story is an important game component, but it’s not as important as systems or level design. While a rich never draws players into a game universe and compels them forward, it operates the best as a mechanic “divorced” from everything else. The lead writer for Dragon Age: Origins, David Gaider, agrees with Avellone: story is important, but it’s not that important. Players want satisfying mechanics and systems more than they want to be told a story.

“Here is the thing,” Gaider begins. We’re sitting on a hallway floor at Gen Con ‘09. A man with a pirate hat is screaming in the background. “Story cannot be the first consideration. And I know there are a lot of fans who really believe that story should rule overall. But I don’t know how many times,” he pauses, “we would come up with a story, and then comes time to do the gameplay or the instrumentation of it, and you recognize that there’s things you have to take into consideration when you’re putting it into part of a game because it’s not just a story,” he says.

“There has to be a directive element. There has to be just parts of the gameplay that are supposed to tell a story themselves,” he says as two kids run down the hall. “Not all the story can be told in words or interactions, right? And those need to be fun. But, really, for the player, it would be presumptuous of us to think that they’re just there for our story, that our story is so awesome that it grabs them by the nose and forces them down that path. We want them to experience our precious story. Well, you know, a lot of players -- matter of fact, I would say the majority of players -- are really there to play a game and enjoy it and most of that’s going to come from the gameplay. If anything, the story should be there to enhance the gameplay.”

It’s hard not to agree. A game tell the greatest story this side of the Illiad and it wouldn’t matter if the mechanics were utterly broken or crippled by something like a choppy frame rate.


Continue: More Gen Con stories





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9 comments | showing # 1 to 9

trickfred's Avatar - Comment posted on 08/14/2009 21:58
trickfred
I was actually going to argue this, but then I remembered playing Penny Arcade Adventures, and... well, maybe there is some truth to it.
Scary Womanizing Pig Mask's Avatar - Comment posted on 08/14/2009 22:01
Scary Womanizing Pig Mask
Why can't it just be settled at different strokes for different folks? Not every game needs a deep, enriching story, just like not every film needs one.
DonHonk's Avatar - Comment posted on 08/14/2009 22:06
DonHonk
Agreed, but having awesome gameplay AND an awesome story is best
thenooby1's Avatar - Comment posted on 08/14/2009 22:57
thenooby1
Storytelling just got PWNed.
BGFUSAB's Avatar - Comment posted on 08/15/2009 01:19
BGFUSAB
Nonetheless I come to RPGs for solid stories. No doubt that if the gameplay is completely broken I might not play it. But if the story is total drivel I will equally not play it. At least for my RPGs I'm looking for both.
Holiday's Avatar - Comment posted on 08/15/2009 01:43
Holiday
It seems to me that a video games can bring the two worlds of the game and storytelling together. Thing is if you are going to tell a story let it be an interesting one and well written.
Springsteen's Avatar - Comment posted on 08/15/2009 05:49
Springsteen
I agree that in order to kill another human being one would probably have to be in a very disconnected state of mind, but the guy on the left in that screen looks a liiiiiiiiittle too indifferent to the whole thing. Come on, he's not even looking at what he's doing. He could, you know, hurt someone.
HiddenAHB's Avatar - Comment posted on 08/15/2009 14:57
HiddenAHB
@Springsteen

That's what war does to people.
My Eyes My Eyes's Avatar - Comment posted on 08/16/2009 10:46
My Eyes My Eyes
Psssht, this just seems like a long-winded way of saying "we don't know how to work stories into the interactive parts of our games and can't really be fucked to try." Of course the story should be there to enhance the gameplay, but I don't see why this can't work vice versa too.
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