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First Person Shooters (Games) Entertainment Games

id Software On Rage, Storytelling In Games 97

Tom Willits of id Software took some time recently to speak about storytelling as it relates to id's previous games, and how it will be a part of their upcoming shooter, Rage. He also dispelled rumors that Rage would suffer content cuts due to Xbox hardware limitations. Unfortunately, he called into question whether mods will be a possibility for the game, saying that the issue is still under consideration.
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id Software On Rage, Storytelling In Games

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  • by modzer0 ( 1366073 ) on Wednesday September 17, 2008 @07:18PM (#25046721)
    It seems to me that as the quality of graphics have gone up the gameplay and story behind the scenes has suffered as many companies focus on graphics rather than gameplay. There are exceptions but a lot of games are just disappointing. They may look great but controls and bad plots take their toll on a lot of titles.
  • by lgw ( 121541 ) on Wednesday September 17, 2008 @07:56PM (#25047255) Journal

    If you have to read text in a game to find the storyline, the game is doing it wrong. You should participate actively in creating the storyline, not read about it! Or is someone confusing storyline with backstory?

  • by lgw ( 121541 ) on Wednesday September 17, 2008 @08:02PM (#25047361) Journal

    Sadly, the interesting story in Bioshock was almost all backstory. Even the Clever Twist midgame was all done in backstory. While playing I kept thinking "why is the game set after all the interesting stuff is done happening?" Good storytelling would have been playing through the fall of the civilization, and influencing how or whther it fell apart, not coming along *after* all the action and learning about it through sound clips.

    Bioshosk stands about because it had any storytelling *at all*, not because it was good at it.

  • by delysid-x ( 18948 ) on Wednesday September 17, 2008 @08:14PM (#25047587)

    Just like how Apple is a relic from the 80's.

  • by BPPG ( 1181851 ) <bppg1986@gmail.com> on Wednesday September 17, 2008 @08:25PM (#25047737)

    I agree, and it's also a bit frustrating when fancy graphics actually kind of get in the way of playing the game. Hi-res console games tend to look very poor on older and/or smaller televisions. I guess the assumption is that if you can afford a modern console, you could also afford a big-screen.

    The Prettiness factor tends to wear off quickly, anyways. And just because it's very Pretty doesn't mean it's easy to look at, or understand what's happening.

  • by lgw ( 121541 ) on Wednesday September 17, 2008 @08:52PM (#25048121) Journal

    I should mention Deus Ex, as it was very sharp in the way they allowed your actions to have consequences without blowing the budget. You could save your brother, or not, and influnce that actions of various characters, and choose whether to kill certain bad guys before the character was sure they were bad guys. It was all limited, but the impressive thing was how well they worked it into the storyline.

    Your actions would have definite consequences in terms of dialog and "color", affect what items you had available for a fight, and so on: changes that just required a bit more diliog writing during game develpment. Regardless, you fought in the same sequences of areas - no expensive artwork was "wasted". It was a great way to give you the felling of participating in the story without having to be unrealistically open-ended in terms of level creation.

    Creating a story that feels immersive and open ended the first time you play really doesn't need to blow the budget of the game: it only takes thoughtful story writing.

  • by lgw ( 121541 ) on Wednesday September 17, 2008 @09:05PM (#25048293) Journal

    How did you get from "actively participating in creating the storyline" to "all in your head"?

    In most FPSs you actively participate in creating a pretty dull story. "I shot zombie #1 with my pistol .... I blew up zombies #154-157 with my rocket launcher". Not much there. OTOH, look at Half-Life 2. The story wasn't very deep, but you participated in a lot more of it. The important events in the story most happened where you could see them as you played. "Show, don't tell" and all that.

  • by mon196k ( 1359327 ) on Thursday September 18, 2008 @01:01AM (#25050501)
    It's Tim Willits, unless the guy recently decided to change his name. Although I didn't read TFA, isn't story supposed to be "just there" like in pr0n? Seriously, the only good games ever came out of id was the ones adhere to that principle. I'm still waiting for a Q3 or Doom with modern day graphics.

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