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Community Discussion: Blog by Metaguy | Narrative in games are not that important - backstory and lore areDestructoid
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The most vocal people in the games industry, be it script writers, developers or jornalists, seems to often talk about how bad games stories are (or how much BETTER theirs are, in case of developers), how plots are simple or characters generics and clichéd, etc. Usually there are comparisons to movies or books, as exemples of narrative done right.

I won't say they are wrong; i do read good books and watch good movies, i see the difference in average quality of narrative - but that's from one specific paradigm - of a narrative medium. My point is, games aren't narrative mediuns, but a different activity outright - that has more to do with puzzles, sports or even tourism (think adventure, rpgs and any game that has an expansive worls to explore).



But that DOESN'T mean game storylines, lores and plots doesnt matter!

Its quite the opposite: they are, in the end, what really make great, unforgettable videogame classics, that make that medium something different from other game type activities, like tabletop games or sports.



But what really matters, give the type of activity we are talking about, isn't the plot, the meanings, the deepness of characters; its the world - the one we interact with. The backstory, lore, that what truly matters. Even on games that arent narrative driven, like arcade style action, competitive shooters, mmorpgs, (the most widepread and lucrative genres, by the way) the backstory,scenario, characters and setting are invaluable. Those are what videogames, all of then, have in common, not narratives.



Think about it: from the start, what makes a mario or a sonic game specialy compelling is the characters, the world they live, the ones you control and the place you explore. of course, gameplay IS important; but it alone cant garantee the games sucess - or its cult status. There's a lot of games with better gameplay than the ones we love; but thats not what makes we love then. Have fun, yes. Love, no.



Franchises, licensed games, all that existis, are predominant and sells well because what really matter in most games are their backstories, NOT the actual (if any) narratives. In the end, narratives aren't playable; worlds are.
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I think it depends more on the game. The backstories to most games are "shit happened, yo! Go fix it!!" Very few games actually go into great detail about what actually lead to the events that are occurring. You often have to go digging through the internet to get the whole story.

I personally feel that it's the gameplay that creates the true classics.
I really wish you gave more examples to fill out your ideas more. I'm really intrigued by your idea, but I think I must conditionally disagree. I think that what you are describing is what I like to refer to as "the world" in games. I also think that the world itself should be treated in a similar manner to a character, with history, and a personality of its own. This is important, but the narrative arc that the player goes on can be just as important to the game.

In a game like Fallout the main storyline isn't terribly important. The game lends itself to an exploratory playstyle very well. That dwarfs the main questline. In contrast games with incredibly linear stories usually require a well told narrative over a fully developed world, because what the player sees or the world is incredibly limited.

Interesting read regardless.
I'm gonna go ahead and fap for the idea and potential of this blog post. Like Crime Minister said, you could have fleshed it out some more. Random example that came to mind for me: the reason I liked the Lord of the Rings (the books) so much is that the world is absurdly detailed. The story was fine. Cohesiveness of the world can make or break immersion hard.
gameplay alone can guarantee success and cult status. See: Mario, Donkey Kong, Kirby, etc...

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