Stanford Conference Puts Games Under Spotlight 13
Thanks to GameSpot for its pair of articles discussing initial proceedings of a day-long Stanford-hosted symposium on games, and further discussions on storytelling in games from the same event. Highlights included Kevin O'Hara of Sony Online Entertainment discussing "encouraging players to create the content for the game themselves" in Star Wars Galaxies, and Will Wright of Maxis commenting, with relation to storytelling in games: "I've never really wanted to tell a story in a game", with Sheldon Pacotti, writer on Deus Ex and its sequel, arguing "...a good game lets players create their own stories."
open ended (Score:1)
Re:open ended (Score:2, Interesting)
Create content for themselves? (Score:4, Interesting)
Look at the various challenges CRPG players come up with-soloing, no class x, complete game below minimum level-those rules are as real in their game as anything in the code. Look at powergamers-to them, victory isn't killing the end boss, it's the finalisation of their perfect character. Killing the boss is merely vindication of their planning
There are two different concepts getting mixed... (Score:4, Interesting)
The second is that stories and backgrounds are less important than the gameplay. Which I think is hogwash; granted, there are some games where story really didn't matter all that much (Quake, SimCity, Klax), but would people be as obsessed with GTA3/Vice City if they had no story to speak of?
I've played some fairly mediocre games for their storylines. A good story greatly enhances the quality of a game.
Re:There are two different concepts getting mixed. (Score:4, Insightful)
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Probably not so much, behind the story is a great gameplay but the gameplay is molded by the story. If there was no story line then I could see the gameplay of GTA moving from a single player game to a multiplayer game. Without the story you take away the main reason for conflict so the developers would have to look elsewhere for competition/conflict which would be other players.
Re:There are two different concepts getting mixed. (Score:2)
I'm going to buck the trend here (Score:2, Insightful)
There is a single solitary thing that every game I love has in common, and that is an engrossing story. Deus Ex (the first), Alpha Centauri (I nearly wigged the first time I transcended and read that ending Book of Planet text), a couple RPGs (Final Fantasy 6/7, Chrono Trigger, et alia), some old text adventure games, and so on.
I'd say about 50% of my enjoyment of a game is the story, with most of t
Re:I'm going to buck the trend here (Score:2, Insightful)
In fact, though I suspect I'm about to place myself in a tiny minority, I'll go so far as to say that even gameplay is unnecessary. The last action-based title I played to death was Deus Ex - and the aspects I liked of that didn't involve the much-hyped "emergent gameplay" of the sequel. Most of my gaming time these days goes to "visual nov
The problem with player-created content (Score:5, Interesting)
There are two basic types of player-created content. Fun, and Entertainment. Fun is what children have in a sandbox. Fun is what you get when you craft a NWN module or a Sims object. Entertainment is what you get from reading a story, watching a movie, or playing through that NWN module.
Player-created Fun is facilitated through Sandbox-styled games (eg The Sims). The player brings their own goals, and makes their own story - they are the content creator and consumer. In this setting the player Entertains themself - and almost no-one would be Entertained by watching their Fun.
The problem with player-created Fun, is that more people watch movies than make movies; more people read novels than write novels. Given the choice between reading a book or writing a book - only a small market will opt to write. Predicating your game on player-created Fun is a risky proposition at best. Compare the relative success of UO (Fun) vs Everquest (Entertainment). Only Will Wright has made it a smashing success, and it's noteworthy that subsequent versions of his hits have always added more Entertainment, more hand-crafted-story to the mix.
Player-created Entertainment is facilitated by letting players try their hand at stagecraft (eg NWN, halflife, et al). This allows the few content creators to try their hand at creating something to Entertain the masses.
The problem with stagecraft is that most people suck at creating content. Creating entertainment is inherently hard and time-consuming, and it may never find an audience. It's not surprising that most of it either wallows in obscurity or outright sucks.
Stagecraft only works well with a central community. The community allows the minority of content creators to feed the majority of content consumers. Peer-review and competition allows the content-consumer to sift through the deluge of the ho-hum without becoming discouraged, and allows the creator a measure of exposure.
The trick is, Entertainment has always found and held a larger audience than Fun. Hell, you might even say most players don't even seem to 'get' Fun any more, if you listen to the popular sentiment on UO or The Sims.
Player-created content is no silver bullet. It's just getting more lip-service in the face of growing professional content creation costs. It can certainly be a solid feature or subset of the gamespace - but basing your whole game on player-created content is in many ways more difficult and risky than hiring the appropriate talent.
Re:The problem with player-created content (Score:4, Interesting)
BTW, Will Wright is an incredible presenter.
Daniel
This quote made me laugh (Score:4, Funny)
Yeah, because Sony certainly isn't doing it.
Rob