Hopefully more games will follow and create stories that make sense....
Honestly? I think videogame writers are trying too hard to fit in arbitrary plot twists just for the sake of plot twists. Hollywood still has an obsession with it, unfortunately.
@Elsa: Yeah, I'm not a massive fan of BioShock's gameplay, but I thought the story, even at its most fantastical was put together very well. Especially when you finally meet Ryan and lose control. That's when game writing works.
@Armless: JRPGs are pretty much a given with shark jumping; even to a point where it's the norm. Those I can forgive because they do manage to signpost these tangents early on, e.g. you know Persona 4 will evolve into something other than a serial killer story from the opening dream sequence.
I have always been a huge proponent of games having a well delivered narrative even to the point of writing back stories for games on the Atari 2600. When I talk to other gamers and say something like "sure, the game was alright but the story sucked" I generally get blank stares. As if the story is nothing but a window dressing or a vehicle to get us to the 'splosions and carnage.
I remember the first time I played Bungie's Marathon and was completely engrossed in the way the story unfolded itself. That was it's key differentiator over Doom 2 was that the in game computer logs from the terrified crew were actually scarier than any horned demon or huge flying eyeball. Bungie recreated their storytelling mastery in the original Halo where even after playing the game at trade shows and events before the titles release I still had no idea about the Flood and the true reason for Halo's existence. The story telling was done so well in the first Halo that I still f*ing hate the GD'd 343 Guilty Spark to this day.
In all of Bungie's games since (except for Oni...I never played it so I can't say) story seems to be dressed around the game like a cape. It is easily removable, you don't really need it and it actually makes you look silly if you are looking for something from it. It's not that Bungie doesn't have a wealth of source material to draw from either. The books from Eric S. Nylund do a phenomenal job of delivering the Halo-verse without going all Arbiter-bananas like Halo 2 did.
I agree with you whole heartedly that writers are integral to this business being taken seriously as a mechanism for delivering quality storytelling.
Again, great work, Stevil
Other then that, i agree with your point.
Because like, for example...in Die Hard, that watch on Holly's wrist just magically appears at the end so John McClane can undo the strap and kill Hans Gruber in the process. I mean, they don't even reference it in the first fifteen minutes as a plot point, when that bearded cokehead is making her flash the watch momentarily.
Awww...you kids crack me up.
I don't mean to derail the discussion too much, though. I liked the article, Stevil. Like you mentioned here, I think that a lot of it comes from writers who go along with every suggestion that the art directors and developers come up with, rather than finding a level plane of thought to collaborate on. That and the fact that most fictional stories being made nowadays seem to need a big twist at the end to keep people talking about them. Between those two issues, I think that it would be a bit hard for writers to just write a thought out, coherent story without having to make a bunch of edits down the line.
Sorry if none of that makes any sense, I'm not that good at leaving comments, and I'm just trying to cover all the thoughts that are running through my head.
I wouldn't compare that moment in Okami to (what seems to be)a minor plot element of Die Hard. The spaceship just never really made me do a double take like, say, the worm in Gears os War 2, though I guess I can understand where you are coming from. Then again, I thoroughly enjoyed the storyline in Trauma Center and never once considered it to have Indigo Prophesy Syndrome despite the fact that the term describes it pretty accurately, so I might not be the person to speak to about this.
@Soused: No, that makes total sense. Like I said at the start, I think shark jumping sometimes stems from a writer's inability to service the narrative and the interaction simultaneously, so concessions are always being made. I think if a writer is more involved with the design process though, like Sam Lake at Remedy (or Team Silent back in the day) then you get something a lot more cohesive in terms of storytelling.
You can't use fantasy, or even fiction, as a justification for arbitrary plot points. We can overlook such things, if we are feeling kind, when it has become a cliche of the genre, for instance, but it is less easy to forgive an unprecedented fault when it stands out as simply uncharacteristic, as it seems to me is the complaint regarding Okami and Indigo Prophesy.
Someone mentioned The Pain from MGS3 who, ridiculousy, shoots bees (hornets, but bees sound better). For those of us who had played MGS and Sons of Liberty as they were released, we were weened onto this sense of absurdity, allowing us to accept it more easily than a newcomer or a cynic. It wasn't uncharacteristic for a MGS, we felt. (Mind you, I don't blame a newcomer for being put off by this aspect, no more than I am surprised when a fellow hops straight into Return of the King and complains about the length.)
I think using Okami is a bad choice for this article, but other than that, I really agree with it. Games like Fahrenheit and Resident Evil that are set in a world at least semi-tangentially comparable to our own can not and should not get away with pulling such bullshit.
I just want to point out that I know they talk about the Ark (but not as a spaceship), otherwise it would seem pretty strange for you to go to the mountains near the end without a reason. For me at least, that twist was the part where I felt cheated. It's a God 'thing' versus aliens and I thought it just cheapened the ending.
For me, a lot of the plot relied on the usual tricks to bring in a leftfield moment (people didn't grasp the idea of space back then, etc.), but the twist doesn't really have any real bearing on the story. The monsters are still essentially monsters and the 'aliens' bit comes across as superficially needless. I thought it also essentially 'de-fanged' your antagonists, e.g. how can off-world creature even begin to compete with an otherworldly one?
I'll admit though, I did essentially pick Okami because I knew it would get viewed and discussed more than if I picked Metal Gear Solid (and who wants to hear another opinion about that?)...of course there's a costly flipside to boiling people's blood. Ha!
I disagree with your description of the fantasy genre as being unconfined to coherence, but I know where you're coming from. For the genre, you would be perfectly entitled to throw anything into a fantasy story and pass it off as true to form, but the rules for doing this within a given plot are a lot more stringent. Within the first half (or so) of the story, the character template and the fantasy world have taken shaped and formed their own character, so to speak; the seeds to any later revelations must already be planted, or the 'twist' or plot turn will be glaringly uncharacteristic and unsettling (mood-breaking, really). There are of course exceptions, largely attributable to good execution. So while at the start of the piece anything goes, as the story progresses this becomes less and less accessible.
Bear in mind I'm not talking about world exploration or exposition but rather revelations that retroactively impact on what has already been laid out, by altering the meaning or context of it.
I haven't played Okami so I don't know if what I'm saying is really relevant to the article - I expect I've gone far off-topic anyway. And I'll bookmark Wry Guy for later.

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