Square Enix, the once-proud home of many classic videogame tales, believes that videogames can surpass film and theater as the most effective means of storytelling. The opinion comes courtesy of Star Ocean: The Last Hope producer Yoshinori Yamagishi, and I'll resist the urge to laugh at the idea of effective storytelling coming from somebody involved with a tri-Ace game.
"As opposed to films, books and TV, as a medium it is more of a challenge to produce a game in order to tell a story," he explains. "In TV, film and theater, the creator has control over how he gives the story to the viewer - it's easier to control the emotions and feelings expected from the viewer.
"But in [a game developer's] case we always have to think about how players might react to each depiction of a character or storyline, and that's the part we can't predict. Nevertheless we have to make these predictions to a certain degree, and incorporate this into our work. So it's more of a challenge, but if we manage to get over this hurdle, then I regard videogames as a greater medium to provide people with deep emotional and exciting experiences."
I have always maintained that videogames have a greater potential to deliver an effective story thanks to their interactive nature. However, with Square Enix churning out the same emo-flavored JRPG fodder again and again, the great expositional breakthrough may need to come from elsewhere.
Jim Sterling serves as reviews editor for Destructoid.com, head of the Podtoid podcast, and produces a number of news stories, original features, one-of-a-kind videos. With his passionate argumentative style, controversial opinions, harsh delivery, and dedication to brutal honesty Sterling is a name that you can't help but recognize.
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The thing is, it also had some bad plot holes occasionally, and I still cant get my head around why 90% of the message boards I've sene are absolutely pissed off that edge actually feels bad after certain events in the game and has a period of self-loathing and low confidence rather than just laughing it off and raping reimi in front of the entire crew for a laugh.
In some ways, i think we don't see better plots in games because when a believable character moment like that happens, where a character feels actual remorse for an action, a lot of gamers these days write them off as being emo tards who should "suck it up"
Square-Enix has really dropped the ball and Atlus seems to be aiming to pick it back up. Persona 3 and 4 together are better than all the crap that Square-Enix has released since Dirge of Craperus.
This would seem like a lot of Square-Enix bashin' time, but I'm just another disappointed fan that has stopped supporting this corporate beast when their games just don't cut it anymore.
That being said, I wish videogames would stop trying to be movies.
It'll happen someday, but I don't expect it for a while. Video games are currently in the late high school/early college phase of life--fleeting moments of depth and maturity drowning in tits and pretentiousness.
I'm having a wonderful evening.
Same for shooters, action, dating sims, etc.
And it probably won't happen since Square is perfectly happy to keep making the same shitty, cookie cutter drivel they always make because it sells so much.
@ Midget
Did we play a different Star Ocean 4? The story in that game was just awful.
Nearly everyone so far has separated the story from the game. The story, no matter how good, is an excuse to play the game. You watch the intro, you need to do something because of it. You come across another cutscene, you go do something else. The FF games are the perfect example of this.
Of course, Im not sure how to do it right (hence im not an award winning game developer... yet :P).
Another thing is that video games require far more effort from the viewer than any other medium. Movies require that you only sit and watch, books require that you make time to read (a mountainous effort for some I suppose...), while games will PUNISH you before you can see what happens to the characters. That is not conducive to telling a story. The best stories are the most accessible ones.
There are still good RPGs like Lost Odyssey, Tales of Vesperia, Mother 3, Persona 4 and other SMT games.
@ Midgetsnowman : Because people are stupid and totally missed WHY he was acting that way. A good character acts that way when he really feels bad. Blowing up the world.. seriously. Who wouldn't fucking get the way he did? It isn't like he stayed that way the entire time. People just have to bitch and whine about everything.
Further exacerbated by fanboy tards screaming about how they hate edge for being an emo.
I'll admit, tri-Ace's only real effective storytelling comes from the Star Ocean series (Infinite Undiscovery, from what I hear is crap), however, each new Star Ocean becomes progressively better in Story Telling by utilizing cutscenes better and character interactions as well. Character interactions is a major part of story telling besides the protagonist, antagonist, and the climax. Also, it can lead to a more complex climax. However, this is just my opinion.
@Sakuchan,
I agree. I must admit, it felt like he was dragging it on, but Edge was like that for a reason and after awhile I understood more why he was acting all down and out. Which Edge's attitude adversely affects the game. I.E. Reimei's soon-to-be-problem and the character's reactions.
As for video game storytelling, the biggest problem is pretty simple: devs are usually so focused on making the game a "good" experience for the player that they feel compelled to take fewer risks with storytelling. As a result, you get a lot of cliches that could be easily subverted but aren't, and very few genuinely surprising moments of real emotion. As long as developers confuse positive emotions with real emotions, we won't see nearly as many truly great stories in games as we see in other mediums. Think about, for example, how you felt when Aeris died. Now imagine that you could have saved her, but didn't make it in time. Oh, and it autosaves as soon as she dies. I submit that that moment would have been substantially more affecting. It would not, however, be a moment most devs would dare put into their games, because that would "negatively affect the player experience."
Not that gamers aren't to blame as well; the Star Ocean example is a good one. Equally important is the example of a game like Dead Spsce; I was often amused to see reviewers mention that Isaac felt "like a glorified repairman" at certain points, completely missing the fact that Isaac's job is that of - shock horror! - a repairman. But because the game didn't go out of its way to "make you feel like a badass," it was criticized.
So yes, this idea that the player is entitled to "feeling good" throughout a game is messing up otherwise interesting stories, and I won't stand for it any more.
[rousingspeech]Now who's with me!?[/rousingspeech]
Yeah, it's kinda weird hearing this come from SE, a company that hasn't been able to release an RPG as great as FF10 (FF12 was good as a game, but definitely not as an FF game. The characters were shit, and there was barely any good dialogue (kinda like SO4 lol)).